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
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
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
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Tick
Overrides: Actor.Tick
Other instance functions
GetFromServer
GetNextPlayer
GetPawnFromName
GetTarget
GotInitMsg
OnslaughtFix
ReceiveMovement
SendTarget
SendToServer
States
Primary
Primary.BeginState
Overrides: Object.BeginState (global)
Primary.Tick
Overrides: Tick (global)
Primary.CheckGameEnd
Primary.SendInterpolValues
Secondary
Secondary.BeginState
Overrides: Object.BeginState (global)
Secondary.Tick
Overrides: Tick (global)
Secondary.CalculateInterpol
Secondary.CheckGameEnd
Secondary.FixRotDist
Secondary.GetInterpolatedPos
Secondary.GetNextMovement
Secondary.ProcessMovement
Secondary.ReceiveMovement
Overrides: ReceiveMovement (global)