My program doesn't have bugs. It just develops random features.

UE2:UnrealPlayer (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Controller >> PlayerController >> UnrealPlayer
Package: 
UnrealGame
Direct subclasses:
CinematicPlayer, DemoRecSpectator, XPlayer
This class in other games:
UT2003

UnrealPlayer.

Properties

Property group 'UnrealPlayer'

LastKillTime

Type: float


MultiKillLevel

Type: int


Internal variables

bDisplayLoser

Type: bool


bDisplayWinner

Type: bool


bDontShowLoginMenu

Type: bool

Modifiers: globalconfig

Don't show the login menu unless forced by the server

bForceLoginMenu

Type: bool

Set by replicated function called by DeathMatch to whether it wants to force player to see login menu

bLatecomer

Type: bool

entered multiplayer game after game started

bReadyToStart

Type: bool

Ready to start the game - used to prevent player from clicking in until he's had a chance to see the login menu

bRising

Type: bool


CustomizedAnnouncerPack

Type: string

Modifiers: globalconfig

OBSOLETE

CustomRewardAnnouncerPack

Type: string

Modifiers: globalconfig


Default value: "UnrealGame.MaleAnnouncer"

CustomStatusAnnouncerPack

Type: string

Modifiers: globalconfig


Default value: "UnrealGame.FemaleAnnouncer"

LastAutoTauntTime

Type: float


LastKickWarningTime

Type: float


Default value: -1000.0

LastTaunt

Type: int


LastTauntAnimTime

Type: float


LastWhispTime

Type: float


LoginMenuClass

Type: string

Set by replicated function called by DeathMatch to the name of the login menu

MaxRecentServers

Type: int

Modifiers: globalconfig

Max length of RecentServers list (0 = always show login menu)

Default value: 25

NetBotDebugString

Type: string


RecentServers

Type: array<string>

Modifiers: globalconfig

IPs of recently visited servers - always in order with RecentServers[0] being the most recently visited server

RejoinChannels

Type: array<string>

Modifiers: transient, globalconfig

Channels which player was a member of during last match

Default values

Property Value
FovAngle 85.0
PlayerChatType "UnrealGame.UnrealPlayerChatManager"
PlayerReplicationInfoClass Class'UnrealGame.TeamPlayerReplicationInfo'

Functions

Exec functions

BasePath

exec function BasePath (byte num)


DropFlag

exec function DropFlag ()


NetDebugBot

exec function NetDebugBot ()


PlayVehicleHorn

exec function PlayVehicleHorn (int HornIndex)


RandomTaunt

exec function RandomTaunt ()


ShowAI

exec function ShowAI ()


SoakBots

exec function SoakBots ()


Taunt

exec function Taunt (name Sequence)


Events

InitInputSystem

simulated event InitInputSystem ()

Overrides: PlayerController.InitInputSystem


KickWarning

event KickWarning ()

Overrides: PlayerController.KickWarning


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions

See UnrealPlayer instance functions.

States

Dead

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, SeePlayer, SwitchWeapon

Dead.Fire

exec function Fire (optional float F)

Overrides: PlayerController.Dead.Fire


PlayerWaiting

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

PlayerWaiting.CanRestartPlayer

function bool CanRestartPlayer ()

Overrides: PlayerController.CanRestartPlayer (global)


PlayerWaiting.Fire

exec function Fire (optional float F)

Overrides: PlayerController.PlayerWaiting.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