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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

Property group 'UnrealPlayer'

LastKillTime

Type: float


MultiKillLevel

Type: int


Internal variables

bDisplayLoser

Type: bool


bDisplayWinner

Type: bool


bLatecomer

Type: bool

entered multiplayer game after game started

bRising

Type: bool


CustomizedAnnouncerPack

Type: string

Modifiers: globalconfig


LastTaunt

Type: int


LastTauntAnimTime

Type: float


LastWhispTime

Type: float


PathWhisps

Type: class<WillowWhisp>

Array size: 2


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

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

Default values

Property Value
PlayerReplicationInfoClass Class'UnrealGame.TeamPlayerReplicationInfo'

Functions

Exec functions

BasePath

exec function BasePath (byte num)


ChangeLoadout

exec function ChangeLoadout (string LoadoutName)


CycleLoadout

exec function CycleLoadout ()


DropFlag

exec function DropFlag ()


RandomTaunt

exec function RandomTaunt ()


ShowAI

exec function ShowAI ()


SoakBots

exec function SoakBots ()


Taunt

exec function Taunt (name Sequence)


Events

PostBeginPlay

event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


Other instance functions

AutoTaunt

function bool AutoTaunt ()

Overrides: Controller.AutoTaunt


AwardAdrenaline

function AwardAdrenaline (float amount)

Overrides: Controller.AwardAdrenaline


ClientDelayedAnnouncement

function ClientDelayedAnnouncement (Sound AnnouncementSound, byte Delay)


ClientPlayTakeHit

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


ClientSendCombos

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


ClientSendMultiKills

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


ClientSendSprees

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


ClientSendStats

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


ClientSendWeapon

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


CustomizeAnnouncer

function Sound CustomizeAnnouncer (Sound AnnouncementSound)

Overrides: PlayerController.CustomizeAnnouncer


DontReuseTaunt

function bool DontReuseTaunt (int T)

Overrides: Controller.DontReuseTaunt


GetMessageIndex

function byte GetMessageIndex (name PhraseName)

Overrides: Controller.GetMessageIndex


LogMultiKills

function LogMultiKills (float Reward, bool bEnemyKill)


NotifyTakeHit

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

Overrides: Controller.NotifyTakeHit


PlayStartupMessage

function PlayStartupMessage (byte StartupStage)


PlayWinMessage

function PlayWinMessage (bool bWinner)


Possess

function Possess (Pawn aPawn)

Overrides: PlayerController.Possess


PreloadCustomAnnouncer

function PreloadCustomAnnouncer ()


ServerChangeLoadout

function ServerChangeLoadout (string LoadoutName)


ServerDropFlag

function ServerDropFlag ()


ServerGetNextWeaponStats

function ServerGetNextWeaponStats (TeamPlayerReplicationInfo PRI, int i)


ServerShowPathToBase

function ServerShowPathToBase (int TeamNum)


ServerSpectate

function ServerSpectate ()


ServerTaunt

function ServerTaunt (name AnimName)


ServerUpdateStatArrays

function ServerUpdateStatArrays (TeamPlayerReplicationInfo PRI)


ServerUpdateStats

function ServerUpdateStats (TeamPlayerReplicationInfo PRI)


SoakPause

function SoakPause (Pawn P)


States

Dead

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, SeePlayer, SwitchWeapon

Dead.Fire

exec function Fire (optional float F)

Overrides: PlayerController.Dead.Fire


PlayerWalking

Inherits from: PlayerController.PlayerWalking

Ignores: HearNoise, SeePlayer

PlayerWalking.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: PlayerController.NotifyLanded (global)


PlayerWalking.ProcessMove

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

Overrides: PlayerController.PlayerWalking.ProcessMove