The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE2:U2PlayerController states (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:10, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Contents

U2PlayerController states in other games:
U2
Other member categories for this class:
instance functions

States[edit]

@BaseSpectatingState[edit]

@BaseSpectatingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@CantMoveState[edit]

@CantMoveState.BeginState[edit]

event BeginState ()

Overrides: LicenseeController.@CantMoveState.BeginState


@CantMoveState.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


@CantMoveState.Freeze[edit]

function Freeze ()

Overrides: Freeze (global)


@CantMoveState.IsFrozen[edit]

function bool IsFrozen ()

Overrides: Controller.IsFrozen (global)


@CantMoveState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerMove (global)


@CantMoveState.UnFreeze[edit]

function UnFreeze ()

Overrides: UnFreeze (global)


@DeadState[edit]

Inherits from: PlayerController.@DeadState

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

@DeadState.BeginState[edit]

event BeginState ()

Overrides: PlayerController.@DeadState.BeginState


@DeadState.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


@DeadState.HandleMissionFailed[edit]

function HandleMissionFailed (Pawn ViewTarget)

Overrides: HandleMissionFailed (global)


@DeadState.SetLevelAction[edit]

function SetLevelAction ()


@GameEndedState[edit]

Inherits from: PlayerController.@GameEndedState

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

@GameEndedState.BeginState[edit]

event BeginState ()

Overrides: PlayerController.@GameEndedState.BeginState


@GameEndedState.Fire[edit]

exec function Fire ()

Overrides: PlayerController.@GameEndedState.Fire


@ImpaledState[edit]

Extends: @CantMoveState

@ImpaledState.BeginState[edit]

event BeginState ()

Overrides: @CantMoveState.BeginState


@ImpaledState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: @CantMoveState.PlayerMove


@LandedHardState[edit]

@LandedHardState.LandedHardDone[edit]

function LandedHardDone ()

Overrides: LicenseeController.@LandedHardState.LandedHardDone


@LandedHardState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerMove (global)


@LevelTransitionState[edit]

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

@LevelTransitionState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@LevelTransitionState.AltFire[edit]

exec function AltFire ()

Overrides: AltFire (global)


@LevelTransitionState.Fire[edit]

exec function Fire ()

Overrides: Fire (global)


@LevelTransitionState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerMove (global)


@LevelTransitionState.ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


@MantlingState[edit]

Ignores: AltFire, Fire, PressingAltFire, PressingFire

@MantlingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@MantlingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@MantlingState.MantleEnd[edit]

event MantleEnd ()

Overrides: LicenseeController.MantleEnd (global)


@MantlingState.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)


@MantlingState.CanCrouch[edit]

function bool CanCrouch ()


@MantlingState.GetAccel[edit]

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


@MantlingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerMove (global)


@MantlingState.SetMovementVars[edit]

function SetMovementVars (Object.Vector NewAccel)

Overrides: SetMovementVars (global)


@MissionFailedState[edit]

Extends: @DeadState

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

@MissionFailedState.SetLevelAction[edit]

function SetLevelAction ()

Overrides: @DeadState.SetLevelAction


@PlayerClimbingState[edit]

@PlayerClimbingState.BeginState[edit]

event BeginState ()

Overrides: PlayerController.@PlayerClimbingState.BeginState


@PlayerClimbingState.AltFire[edit]

exec function AltFire ()

Overrides: AltFire (global)


@PlayerClimbingState.CanLean[edit]

function bool CanLean ()

Overrides: CanLean (global)


@PlayerClimbingState.Fire[edit]

exec function Fire ()

Overrides: Fire (global)


@PlayerClimbingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.@PlayerClimbingState.PlayerMove


@PlayerEndLevelImmediatelyState[edit]

Extends: @GameEndedState

Ignores: TakeDamage

@PlayerEndLevelImmediatelyState.BeginState[edit]

event BeginState ()

Overrides: @GameEndedState.BeginState


@PlayerEndLevelImmediatelyState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@PlayerFlyingState[edit]

Inherits from: PlayerController.@PlayerFlyingState

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

@PlayerFlyingState.BeginState[edit]

event BeginState ()

Overrides: PlayerController.@PlayerFlyingState.BeginState


@PlayerFlyingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@PlayerFlyingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.@PlayerFlyingState.PlayerMove


@PlayerSwimmingState[edit]

Inherits from: PlayerController.@PlayerSwimmingState

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

@PlayerSwimmingState.BeginState[edit]

event BeginState ()

Overrides: PlayerController.@PlayerSwimmingState.BeginState


@PlayerSwimmingState.CanLean[edit]

function bool CanLean ()

Overrides: CanLean (global)


@PlayerSwimmingState.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.@PlayerSwimmingState.PlayerMove


@PlayerWalkingState[edit]

Inherits from: PlayerController.@PlayerWalkingState

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@PlayerWalkingState.BeginState[edit]

event BeginState ()

Overrides: PlayerController.@PlayerWalkingState.BeginState


@PlayerWalkingState.MantleBegin[edit]

event MantleBegin ()

Overrides: LicenseeController.MantleBegin (global)


@PlayerWalkingState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: PlayerController.NotifyLanded (global)


@PlayerWalkingState.CanLean[edit]

function bool CanLean ()

Overrides: CanLean (global)


@PlayerWalkingState.ProcessMove[edit]

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

Overrides: PlayerController.@PlayerWalkingState.ProcessMove