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UE2:UnrealPlayer (UT2003)

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UT2003 Object >> Actor >> Controller >> PlayerController >> UnrealPlayer
Package: 
UnrealGame
Direct subclasses:
CinematicPlayer, DemoRecSpectator, XPlayer
This class in other games:
UT2004

UnrealPlayer.

Properties[edit]

Property group 'UnrealPlayer'[edit]

LastKillTime[edit]

Type: float


MultiKillLevel[edit]

Type: int


Internal variables[edit]

bDisplayLoser[edit]

Type: bool


bDisplayWinner[edit]

Type: bool


bLatecomer[edit]

Type: bool

entered multiplayer game after game started

bRising[edit]

Type: bool


CustomizedAnnouncerPack[edit]

Type: string

Modifiers: globalconfig


LastTaunt[edit]

Type: int


LastTauntAnimTime[edit]

Type: float


LastWhispTime[edit]

Type: float


PathWhisps[edit]

Type: class<WillowWhisp>

Array size: 2


Default value, index 0: Class'UnrealGame.WillowWhisp'

Default value, index 1: Class'UnrealGame.WillowWhisp'

Default values[edit]

Property Value
PlayerReplicationInfoClass Class'UnrealGame.TeamPlayerReplicationInfo'

Functions[edit]

Exec functions[edit]

BasePath[edit]

exec function BasePath (byte num)


ChangeLoadout[edit]

exec function ChangeLoadout (string LoadoutName)


CycleLoadout[edit]

exec function CycleLoadout ()


DropFlag[edit]

exec function DropFlag ()


RandomTaunt[edit]

exec function RandomTaunt ()


ShowAI[edit]

exec function ShowAI ()


SoakBots[edit]

exec function SoakBots ()


Taunt[edit]

exec function Taunt (name Sequence)


Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


Other instance functions[edit]

AutoTaunt[edit]

function bool AutoTaunt ()

Overrides: Controller.AutoTaunt


AwardAdrenaline[edit]

function AwardAdrenaline (float amount)

Overrides: Controller.AwardAdrenaline


ClientDelayedAnnouncement[edit]

function ClientDelayedAnnouncement (Sound AnnouncementSound, byte Delay)


ClientPlayTakeHit[edit]

function ClientPlayTakeHit (Object.Vector HitLoc, byte Damage, class<DamageTypedamageType)


ClientSendCombos[edit]

simulated function ClientSendCombos (TeamPlayerReplicationInfo PRI, byte Combos0, byte Combos1, byte Combos2, byte Combos3, byte Combos4)


ClientSendMultiKills[edit]

simulated function ClientSendMultiKills (TeamPlayerReplicationInfo PRI, byte MultiKills0, byte MultiKills1, byte MultiKills2, byte MultiKills3, byte MultiKills4, byte MultiKills5, byte MultiKills6)


ClientSendSprees[edit]

simulated function ClientSendSprees (TeamPlayerReplicationInfo PRI, byte Spree0, byte Spree1, byte Spree2, byte Spree3, byte Spree4, byte Spree5)


ClientSendStats[edit]

simulated function ClientSendStats (TeamPlayerReplicationInfo PRI, int newgoals, bool bNewFirstBlood, int newkills, int newsuicides, int newFlagTouches, int newFlagReturns, int newFlakCount, int newComboCount, int newHeadCount)


ClientSendWeapon[edit]

function ClientSendWeapon (TeamPlayerReplicationInfo PRI, class<WeaponW, int kills, int deaths, int deathsholding, int i)


CustomizeAnnouncer[edit]

function Sound CustomizeAnnouncer (Sound AnnouncementSound)

Overrides: PlayerController.CustomizeAnnouncer


DontReuseTaunt[edit]

function bool DontReuseTaunt (int T)

Overrides: Controller.DontReuseTaunt


GetMessageIndex[edit]

function byte GetMessageIndex (name PhraseName)

Overrides: Controller.GetMessageIndex


LogMultiKills[edit]

function LogMultiKills (float Reward, bool bEnemyKill)


NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit


PlayStartupMessage[edit]

function PlayStartupMessage (byte StartupStage)


PlayWinMessage[edit]

function PlayWinMessage (bool bWinner)


Possess[edit]

function Possess (Pawn aPawn)

Overrides: PlayerController.Possess


PreloadCustomAnnouncer[edit]

function PreloadCustomAnnouncer ()


ServerChangeLoadout[edit]

function ServerChangeLoadout (string LoadoutName)


ServerDropFlag[edit]

function ServerDropFlag ()


ServerGetNextWeaponStats[edit]

function ServerGetNextWeaponStats (TeamPlayerReplicationInfo PRI, int i)


ServerShowPathToBase[edit]

function ServerShowPathToBase (int TeamNum)


ServerSpectate[edit]

function ServerSpectate ()


ServerTaunt[edit]

function ServerTaunt (name AnimName)


ServerUpdateStatArrays[edit]

function ServerUpdateStatArrays (TeamPlayerReplicationInfo PRI)


ServerUpdateStats[edit]

function ServerUpdateStats (TeamPlayerReplicationInfo PRI)


SoakPause[edit]

function SoakPause (Pawn P)


States[edit]

Dead[edit]

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, SeePlayer, SwitchWeapon

Dead.Fire[edit]

exec function Fire (optional float F)

Overrides: PlayerController.Dead.Fire


PlayerWalking[edit]

Inherits from: PlayerController.PlayerWalking

Ignores: HearNoise, SeePlayer

PlayerWalking.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: PlayerController.NotifyLanded (global)


PlayerWalking.ProcessMove[edit]

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

Overrides: PlayerController.PlayerWalking.ProcessMove