UE2:UtvReplication (UT2004)

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UT2004 Object >> Actor >> UtvReplication
Package:
UTV2004c


Properties

ChatString

Type: string

Modifiers: config


currentTime

Type: float


FollowPrimary

Type: bool


Default value: True

FreeFlight

Type: bool


Default value: True

interpol

Type: TPlayerInterpol


IsDemo

Type: bool


lastSend

Type: float


LastTargetName

Type: string


lastViewedSelf

Type: int


LocalPos

Type: Object.Vector


LocalPosSet

Type: bool


moveBackward

Type: bool


moveDown

Type: bool

shouldnt be needed but playercontroller aForward etc always 0 ?

moveForward

Type: bool


movehead

Type: int


moveLeft

Type: bool


moveRight

Type: bool


moves

Type: Movement

Array size: 1000

Around 10 should be enough.. :)

movetail

Type: int


moveUp

Type: bool


MuteChat

Type: bool


NoPrimary

Type: bool


OldFollow

Type: bool


Default value: True

SeeAll

Type: bool


uti

Type: utvInteraction


UtvPackage

Type: string

Modifiers: config


Default value: "UTV2004C"

viewingSelf

Type: bool


ViewMode

Type: int

Modifiers: config

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

wantBehindview

Type: bool

Modifiers: config


wasEnded

Type: bool


Default values

Property Value
bHidden True
bSkipActorPropertyReplication True
RemoteRole ROLE_SimulatedProxy

Structs

Movement

float time
Object.Vector loc
Object.Rotator rot

TInterpol

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

TPlayerInterpol

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

Exec functions

utvsay

exec function utvsay (string s)


Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Tick

simulated event Tick (float deltatime)

Overrides: Actor.Tick


Other instance functions

GetFromServer

simulated function GetFromServer (string s)


GetNextPlayer

simulated function GetNextPlayer ()


GetPawnFromName

simulated function Pawn GetPawnFromName (string name)


GetTarget

simulated function GetTarget (Actor t)


GotInitMsg

simulated function GotInitMsg (string s)


OnslaughtFix

simulated function OnslaughtFix ()


ReceiveMovement

simulated function ReceiveMovement (string s)


SendTarget

function SendTarget (Actor t)


SendToServer

function SendToServer (string s)


States

Primary

Primary.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Primary.Tick

simulated event Tick (float delta)

Overrides: Tick (global)


Primary.CheckGameEnd

simulated function CheckGameEnd ()


Primary.SendInterpolValues

simulated function SendInterpolValues ()


Secondary

Secondary.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Secondary.Tick

simulated event Tick (float delta)

Overrides: Tick (global)


Secondary.CalculateInterpol

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


Secondary.CheckGameEnd

simulated function CheckGameEnd ()


Secondary.FixRotDist

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


Secondary.GetInterpolatedPos

simulated function float GetInterpolatedPos (int cord)


Secondary.GetNextMovement

simulated function Movement GetNextMovement (int num)


Secondary.ProcessMovement

simulated function ProcessMovement ()


Secondary.ReceiveMovement

simulated function ReceiveMovement (string s)

Overrides: ReceiveMovement (global)