Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:UtvReplication (UT2004)
Contents
- 1 Properties
- 1.1 ChatString
- 1.2 currentTime
- 1.3 FollowPrimary
- 1.4 FreeFlight
- 1.5 interpol
- 1.6 IsDemo
- 1.7 lastSend
- 1.8 LastTargetName
- 1.9 lastViewedSelf
- 1.10 LocalPos
- 1.11 LocalPosSet
- 1.12 moveBackward
- 1.13 moveDown
- 1.14 moveForward
- 1.15 movehead
- 1.16 moveLeft
- 1.17 moveRight
- 1.18 moves
- 1.19 movetail
- 1.20 moveUp
- 1.21 MuteChat
- 1.22 NoPrimary
- 1.23 OldFollow
- 1.24 SeeAll
- 1.25 uti
- 1.26 UtvPackage
- 1.27 viewingSelf
- 1.28 ViewMode
- 1.29 wantBehindview
- 1.30 wasEnded
- 1.31 Default values
- 2 Structs
- 3 Functions
- 4 States
- Package:
- UTV2004c
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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]
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]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
GetFromServer[edit]
GetNextPlayer[edit]
GetPawnFromName[edit]
GetTarget[edit]
GotInitMsg[edit]
OnslaughtFix[edit]
ReceiveMovement[edit]
SendTarget[edit]
SendToServer[edit]
States[edit]
Primary[edit]
Primary.BeginState[edit]
Overrides: Object.BeginState (global)
Primary.Tick[edit]
Overrides: Tick (global)
Primary.CheckGameEnd[edit]
Primary.SendInterpolValues[edit]
Secondary[edit]
Secondary.BeginState[edit]
Overrides: Object.BeginState (global)
Secondary.Tick[edit]
Overrides: Tick (global)
Secondary.CalculateInterpol[edit]
Secondary.CheckGameEnd[edit]
Secondary.FixRotDist[edit]
Secondary.GetInterpolatedPos[edit]
Secondary.GetNextMovement[edit]
Secondary.ProcessMovement[edit]
Secondary.ReceiveMovement[edit]
Overrides: ReceiveMovement (global)