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UE2:UnrealPlayer instance functions (UT2004)

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UT2004 Object >> Actor >> Controller >> PlayerController >> UnrealPlayer (instance functions)

Instance functions[edit]

AutoJoinVoiceChat[edit]

simulated function AutoJoinVoiceChat ()

Overrides: PlayerController.AutoJoinVoiceChat


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)


ClientDelayedAnnouncementNamed[edit]

function ClientDelayedAnnouncementNamed (name Announcement, byte Delay)


ClientGameEnded[edit]

function ClientGameEnded ()

Overrides: Controller.ClientGameEnded


ClientPlayTakeHit[edit]

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


ClientReceiveBotDebugString[edit]

simulated function ClientReceiveBotDebugString (string DebugString)


ClientReceiveLoginMenu[edit]

simulated function ClientReceiveLoginMenu (string MenuClass, bool bForce)


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, int newRanOverCount, int newDaredevilPoints)


ClientSendVehicle[edit]

simulated function ClientSendVehicle (TeamPlayerReplicationInfo PRI, class<VehicleV, int Kills, int Deaths, int DeathsDriving, int i)


ClientSendWeapon[edit]

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


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Controller.DisplayDebug


DontReuseTaunt[edit]

function bool DontReuseTaunt (int T)

Overrides: Controller.DontReuseTaunt


GetCustomRewardAnnouncerClass[edit]

simulated function string GetCustomRewardAnnouncerClass ()

Overrides: PlayerController.GetCustomRewardAnnouncerClass


GetCustomStatusAnnouncerClass[edit]

simulated function string GetCustomStatusAnnouncerClass ()

Overrides: PlayerController.GetCustomStatusAnnouncerClass


GetMessageIndex[edit]

function byte GetMessageIndex (name PhraseName)

Overrides: Controller.GetMessageIndex


LogMultiKills[edit]

function LogMultiKills (float Reward, bool bEnemyKill)


NeedNetNotify[edit]

simulated function bool NeedNetNotify ()

Overrides: PlayerController.NeedNetNotify


NewClientPlayTakeHit[edit]

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


NotifyTakeHit[edit]

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

Overrides: Controller.NotifyTakeHit


PlayAnnouncement[edit]

simulated function PlayAnnouncement (Sound ASound, byte AnnouncementLevel, optional bool bForce)

Overrides: PlayerController.PlayAnnouncement


PlayRewardAnnouncement[edit]

simulated function PlayRewardAnnouncement (name AName, byte AnnouncementLevel, optional bool bForce)

Overrides: PlayerController.PlayRewardAnnouncement


PlayStartupMessage[edit]

function PlayStartupMessage (byte StartupStage)


PlayStatusAnnouncement[edit]

simulated function PlayStatusAnnouncement (name AName, byte AnnouncementLevel, optional bool bForce)

Overrides: PlayerController.PlayStatusAnnouncement


PlayWinMessage[edit]

function PlayWinMessage (bool bWinner)


Possess[edit]

function Possess (Pawn aPawn)

Overrides: PlayerController.Possess


ServerChatDebug[edit]

function ServerChatDebug ()

Overrides: PlayerController.ServerChatDebug


ServerDropFlag[edit]

function ServerDropFlag ()


ServerGetNextVehicleStats[edit]

function ServerGetNextVehicleStats (TeamPlayerReplicationInfo PRI, int i)


ServerGetNextWeaponStats[edit]

function ServerGetNextWeaponStats (TeamPlayerReplicationInfo PRI, int i)


ServerPlayVehicleHorn[edit]

function ServerPlayVehicleHorn (int HornIndex)


ServerSendBotDebugString[edit]

function ServerSendBotDebugString ()


ServerSetReadyToStart[edit]

function ServerSetReadyToStart ()


ServerShowPathToBase[edit]

function ServerShowPathToBase (int TeamNum)


ServerTaunt[edit]

function ServerTaunt (name AnimName)


ServerUpdateStatArrays[edit]

function ServerUpdateStatArrays (TeamPlayerReplicationInfo PRI)


ServerUpdateStats[edit]

function ServerUpdateStats (TeamPlayerReplicationInfo PRI)


SetCustomRewardAnnouncerClass[edit]

simulated function SetCustomRewardAnnouncerClass (string NewAnnouncerClass)

Overrides: PlayerController.SetCustomRewardAnnouncerClass


SetCustomStatusAnnouncerClass[edit]

simulated function SetCustomStatusAnnouncerClass (string NewAnnouncerClass)

Overrides: PlayerController.SetCustomStatusAnnouncerClass


ShowLoginMenu[edit]

simulated function ShowLoginMenu ()


ShowMidGameMenu[edit]

function ShowMidGameMenu (bool bPause)

Overrides: PlayerController.ShowMidGameMenu


SoakPause[edit]

function SoakPause (Pawn P)