Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:UtvReplication (UT2004)

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UT2004 Object >> Actor >> UtvReplication
Package: 
UTV2004c


Properties[edit]

ChatString[edit]

Type: string

Modifiers: config


currentTime[edit]

Type: float


FollowPrimary[edit]

Type: bool


Default value: True

FreeFlight[edit]

Type: bool


Default value: True

interpol[edit]

Type: TPlayerInterpol


IsDemo[edit]

Type: bool


lastSend[edit]

Type: float


LastTargetName[edit]

Type: string


lastViewedSelf[edit]

Type: int


LocalPos[edit]

Type: Object.Vector


LocalPosSet[edit]

Type: bool


moveBackward[edit]

Type: bool


moveDown[edit]

Type: bool

shouldnt be needed but playercontroller aForward etc always 0 ?

moveForward[edit]

Type: bool


movehead[edit]

Type: int


moveLeft[edit]

Type: bool


moveRight[edit]

Type: bool


moves[edit]

Type: Movement

Array size: 1000

Around 10 should be enough.. :)

movetail[edit]

Type: int


moveUp[edit]

Type: bool


MuteChat[edit]

Type: bool


NoPrimary[edit]

Type: bool


OldFollow[edit]

Type: bool


Default value: True

SeeAll[edit]

Type: bool


uti[edit]

Type: utvInteraction


UtvPackage[edit]

Type: string

Modifiers: config


Default value: "UTV2004C"

viewingSelf[edit]

Type: bool


ViewMode[edit]

Type: int

Modifiers: config

0 = locked on freeflight, 1 = free, 2 = locked

wantBehindview[edit]

Type: bool

Modifiers: config


wasEnded[edit]

Type: bool


Default values[edit]

Property Value
bHidden True
bSkipActorPropertyReplication True
RemoteRole ROLE_SimulatedProxy

Structs[edit]

Movement[edit]

float time 
Object.Vector loc 
Object.Rotator rot 

TInterpol[edit]

float k1 
float k2 
slope
float y1 
float y2 
cur & next value
float g1 
float c1 
float dy 
float h1 

TPlayerInterpol[edit]

float x1 
cur & next timevalue
float x2 
bool noinfo 
if true, do linear extrapolation instead
TInterpol cords[7]  
x, y, z, rot.pitch, rot.yaw, viewrot.pitch, viewrot.yaw

Functions[edit]

Exec functions[edit]

utvsay[edit]

exec function utvsay (string s)


Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Tick[edit]

simulated event Tick (float deltatime)

Overrides: Actor.Tick


Other instance functions[edit]

GetFromServer[edit]

simulated function GetFromServer (string s)


GetNextPlayer[edit]

simulated function GetNextPlayer ()


GetPawnFromName[edit]

simulated function Pawn GetPawnFromName (string name)


GetTarget[edit]

simulated function GetTarget (Actor t)


GotInitMsg[edit]

simulated function GotInitMsg (string s)


OnslaughtFix[edit]

simulated function OnslaughtFix ()


ReceiveMovement[edit]

simulated function ReceiveMovement (string s)


SendTarget[edit]

function SendTarget (Actor t)


SendToServer[edit]

function SendToServer (string s)


States[edit]

Primary[edit]

Primary.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Primary.Tick[edit]

simulated event Tick (float delta)

Overrides: Tick (global)


Primary.CheckGameEnd[edit]

simulated function CheckGameEnd ()


Primary.SendInterpolValues[edit]

simulated function SendInterpolValues ()


Secondary[edit]

Secondary.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Secondary.Tick[edit]

simulated event Tick (float delta)

Overrides: Tick (global)


Secondary.CalculateInterpol[edit]

simulated function CalculateInterpol (int cord, float x1, float x2, float x3, float y1, float y2, float y3)


Secondary.CheckGameEnd[edit]

simulated function CheckGameEnd ()


Secondary.FixRotDist[edit]

simulated function FixRotDist (out int t1, out int t2, optional bool down)


Secondary.GetInterpolatedPos[edit]

simulated function float GetInterpolatedPos (int cord)


Secondary.GetNextMovement[edit]

simulated function Movement GetNextMovement (int num)


Secondary.ProcessMovement[edit]

simulated function ProcessMovement ()


Secondary.ReceiveMovement[edit]

simulated function ReceiveMovement (string s)

Overrides: ReceiveMovement (global)