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UE3:PlayerController states (UT3)
Object >> Actor >> Controller >> PlayerController (states) |
Contents
- 1 States
- 1.1 BaseSpectating
- 1.2 Dead
- 1.3 PlayerClimbing
- 1.4 PlayerDriving
- 1.5 PlayerFlying
- 1.6 PlayerSwimming
- 1.7 PlayerWaiting
- 1.8 PlayerWalking
- 1.9 RoundEnded
- 1.9.1 RoundEnded.BeginState
- 1.9.2 RoundEnded.EndState
- 1.9.3 RoundEnded.Possess
- 1.9.4 RoundEnded.Timer
- 1.9.5 RoundEnded.FindGoodView
- 1.9.6 RoundEnded.IsSpectating
- 1.9.7 RoundEnded.LongClientAdjustPosition
- 1.9.8 RoundEnded.PlayerMove
- 1.9.9 RoundEnded.ServerMove
- 1.9.10 RoundEnded.ServerReStartGame
- 1.9.11 RoundEnded.ServerReStartPlayer
- 1.9.12 RoundEnded.StartFire
- 1.9.13 RoundEnded.ThrowWeapon
- 1.9.14 RoundEnded.Use
- 1.10 Spectating
- 1.11 WaitingForPawn
- PlayerController states in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- events, exec functions, instance functions, internal variables, native functions
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States[edit]
BaseSpectating[edit]
BaseSpectating.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
BaseSpectating.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
BaseSpectating.IsSpectating[edit]
Overrides: IsSpectating (global)
Returns true if controller is spectating
BaseSpectating.LimitSpectatorVelocity[edit]
Adjust spectator velocity if "out of bounds" (above stallz or below killz)
BaseSpectating.PlayerMove[edit]
Overrides: PlayerMove (global)
BaseSpectating.ProcessMove[edit]
Overrides: ProcessMove (global)
BaseSpectating.ReplicateMove[edit]
Overrides: ReplicateMove (global)
BaseSpectating.ServerSetSpectatorLocation[edit]
Overrides: ServerSetSpectatorLocation (global)
when spectating, tells server where the client is (client is authoritative on location when spectating)
Dead[edit]
Inherits from: Controller.Dead
Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer
Dead.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dead.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Dead.Timer[edit]
Overrides: Actor.Timer (global)
Dead.FindGoodView[edit]
Dead.IsDead[edit]
Overrides: Controller.Dead.IsDead
Dead.Jump[edit]
Dead.PlayerMove[edit]
Overrides: PlayerMove (global)
Dead.ServerMove[edit]
Overrides: ServerMove (global)
Dead.ServerReStartPlayer[edit]
Overrides: Controller.Dead.ServerReStartPlayer
Dead.StartFire[edit]
Overrides: StartFire (global)
Dead.ThrowWeapon[edit]
Overrides: ThrowWeapon (global)
Dead.Use[edit]
Overrides: Use (global)
Entry point function for player interactions with the world, re-directs to ServerUse.
PlayerClimbing[edit]
Ignores: Bump, HearNoise, SeePlayer
PlayerClimbing.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PlayerClimbing.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
PlayerClimbing.NotifyPhysicsVolumeChange[edit]
Overrides: Controller.NotifyPhysicsVolumeChange (global)
PlayerClimbing.PlayerMove[edit]
Overrides: PlayerMove (global)
PlayerClimbing.ProcessMove[edit]
Overrides: ProcessMove (global)
PlayerDriving[edit]
Ignores: Bump, HearNoise, SeePlayer
PlayerDriving.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PlayerDriving.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
PlayerDriving.PlayerMove[edit]
Overrides: PlayerMove (global)
PlayerDriving.ProcessDrive[edit]
Overrides: ProcessDrive (global)
PlayerDriving.ProcessMove[edit]
Overrides: ProcessMove (global)
PlayerDriving.ServerUse[edit]
Overrides: ServerUse (global)
Player pressed UseKey
PlayerFlying[edit]
Ignores: Bump, HearNoise, SeePlayer
PlayerFlying.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PlayerFlying.PlayerMove[edit]
Overrides: PlayerMove (global)
PlayerSwimming[edit]
Ignores: Bump, HearNoise, SeePlayer
PlayerSwimming.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PlayerSwimming.NotifyLanded[edit]
Overrides: NotifyLanded (global)
PlayerSwimming.NotifyPhysicsVolumeChange[edit]
Overrides: Controller.NotifyPhysicsVolumeChange (global)
PlayerSwimming.Timer[edit]
Overrides: Actor.Timer (global)
PlayerSwimming.PlayerMove[edit]
Overrides: PlayerMove (global)
PlayerSwimming.ProcessMove[edit]
Overrides: ProcessMove (global)
PlayerWaiting[edit]
Extends: BaseSpectating
Modifiers: auto
Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeePlayer, SwitchToBestWeapon, TakeDamage
PlayerWaiting.BeginState[edit]
Overrides: BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PlayerWaiting.EndState[edit]
Overrides: BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
PlayerWaiting.Jump[edit]
PlayerWaiting.ServerChangeTeam[edit]
Overrides: ServerChangeTeam (global)
PlayerWaiting.ServerRestartPlayer[edit]
Overrides: Controller.ServerRestartPlayer (global)
PlayerWaiting.ServerSuicide[edit]
Overrides: ServerSuicide (global)
PlayerWaiting.StartFire[edit]
Overrides: StartFire (global)
PlayerWaiting.Suicide[edit]
Overrides: Suicide (global)
PlayerWalking[edit]
Ignores: Bump, HearNoise, SeePlayer
PlayerWalking.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PlayerWalking.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
PlayerWalking.NotifyPhysicsVolumeChange[edit]
Overrides: Controller.NotifyPhysicsVolumeChange (global)
PlayerWalking.PlayerMove[edit]
Overrides: PlayerMove (global)
PlayerWalking.ProcessMove[edit]
Overrides: ProcessMove (global)
RoundEnded[edit]
Inherits from: Controller.RoundEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage
RoundEnded.BeginState[edit]
Overrides: Controller.RoundEnded.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
RoundEnded.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
RoundEnded.Possess[edit]
Overrides: Possess (global)
RoundEnded.Timer[edit]
Overrides: Actor.Timer (global)
RoundEnded.FindGoodView[edit]
RoundEnded.IsSpectating[edit]
Overrides: IsSpectating (global)
Returns true if controller is spectating
RoundEnded.LongClientAdjustPosition[edit]
Overrides: LongClientAdjustPosition (global)
RoundEnded.PlayerMove[edit]
Overrides: PlayerMove (global)
RoundEnded.ServerMove[edit]
Overrides: ServerMove (global)
RoundEnded.ServerReStartGame[edit]
Overrides: ServerRestartGame (global)
RoundEnded.ServerReStartPlayer[edit]
Overrides: Controller.ServerRestartPlayer (global)
RoundEnded.StartFire[edit]
Overrides: StartFire (global)
RoundEnded.ThrowWeapon[edit]
Overrides: ThrowWeapon (global)
RoundEnded.Use[edit]
Overrides: Use (global)
Entry point function for player interactions with the world, re-directs to ServerUse.
Spectating[edit]
Extends: BaseSpectating
Ignores: ClientRestart, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, ThrowWeapon
Spectating.BeginState[edit]
Overrides: BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Spectating.EndState[edit]
Overrides: BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Spectating.StartAltFire[edit]
Overrides: StartAltFire (global)
Spectating.StartFire[edit]
Overrides: StartFire (global)
WaitingForPawn[edit]
Extends: BaseSpectating
Ignores: HearNoise, KilledBy, SeePlayer
WaitingForPawn.BeginState[edit]
Overrides: BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
WaitingForPawn.EndState[edit]
Overrides: BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WaitingForPawn.PlayerTick[edit]
Overrides: PlayerTick (global)
PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers
WaitingForPawn.Timer[edit]
Overrides: Actor.Timer (global)
WaitingForPawn.ClientGotoState[edit]
Overrides: ClientGotoState (global)
WaitingForPawn.LongClientAdjustPosition[edit]
Overrides: LongClientAdjustPosition (global)
WaitingForPawn.ReplicateMove[edit]
Overrides: BaseSpectating.ReplicateMove
WaitingForPawn.StartFire[edit]
Overrides: StartFire (global)