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UE3:PlayerController states (UT3)

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UT3 Object >> Actor >> Controller >> PlayerController (states)

Contents

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

States

BaseSpectating

BaseSpectating.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

function bool IsSpectating ()

Overrides: IsSpectating (global)

Returns true if controller is spectating

BaseSpectating.LimitSpectatorVelocity

function bool LimitSpectatorVelocity ()

Adjust spectator velocity if "out of bounds" (above stallz or below killz)

BaseSpectating.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


BaseSpectating.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


BaseSpectating.ReplicateMove

function ReplicateMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ReplicateMove (global)


BaseSpectating.ServerSetSpectatorLocation

unreliable server function ServerSetSpectatorLocation (Object.Vector NewLoc)

Overrides: ServerSetSpectatorLocation (global)

when spectating, tells server where the client is (client is authoritative on location when spectating)

Dead

Inherits from: Controller.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer

Dead.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Timer ()

Overrides: Actor.Timer (global)


Dead.FindGoodView

function FindGoodView ()


Dead.IsDead

function bool IsDead ()

Overrides: Controller.Dead.IsDead


Dead.Jump

exec function Jump ()


Dead.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


Dead.ServerMove

unreliable server function ServerMove (float TimeStamp, Object.Vector Accel, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)

Overrides: ServerMove (global)


Dead.ServerReStartPlayer

reliable server function ServerReStartPlayer ()

Overrides: Controller.Dead.ServerReStartPlayer


Dead.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


Dead.ThrowWeapon

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


Dead.Use

exec function Use ()

Overrides: Use (global)

Entry point function for player interactions with the world, re-directs to ServerUse.

PlayerClimbing

Ignores: Bump, HearNoise, SeePlayer

PlayerClimbing.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerClimbing.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerClimbing.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerDriving

Ignores: Bump, HearNoise, SeePlayer

PlayerDriving.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerDriving.ProcessDrive

function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)

Overrides: ProcessDrive (global)


PlayerDriving.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerDriving.ServerUse

unreliable server function ServerUse ()

Overrides: ServerUse (global)

Player pressed UseKey

PlayerFlying

Ignores: Bump, HearNoise, SeePlayer

PlayerFlying.BeginState

event BeginState (name PreviousStateName)

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

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSwimming

Ignores: Bump, HearNoise, SeePlayer

PlayerSwimming.BeginState

event BeginState (name PreviousStateName)

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

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: NotifyLanded (global)


PlayerSwimming.NotifyPhysicsVolumeChange

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerSwimming.Timer

event Timer ()

Overrides: Actor.Timer (global)


PlayerSwimming.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSwimming.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerWaiting

Extends: BaseSpectating

Modifiers: auto

Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeePlayer, SwitchToBestWeapon, TakeDamage

PlayerWaiting.BeginState

simulated event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

exec function Jump ()


PlayerWaiting.ServerChangeTeam

reliable server function ServerChangeTeam (int N)

Overrides: ServerChangeTeam (global)


PlayerWaiting.ServerRestartPlayer

reliable server function ServerRestartPlayer ()

Overrides: Controller.ServerRestartPlayer (global)


PlayerWaiting.ServerSuicide

reliable server function ServerSuicide ()

Overrides: ServerSuicide (global)


PlayerWaiting.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


PlayerWaiting.Suicide

exec function Suicide ()

Overrides: Suicide (global)


PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerWalking.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerWalking.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


RoundEnded

Inherits from: Controller.RoundEnded

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage

RoundEnded.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Possess (Pawn aPawn, bool bVehicleTransition)

Overrides: Possess (global)


RoundEnded.Timer

event Timer ()

Overrides: Actor.Timer (global)


RoundEnded.FindGoodView

function FindGoodView ()


RoundEnded.IsSpectating

function bool IsSpectating ()

Overrides: IsSpectating (global)

Returns true if controller is spectating

RoundEnded.LongClientAdjustPosition

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: LongClientAdjustPosition (global)


RoundEnded.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


RoundEnded.ServerMove

unreliable server function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte MoveFlags, byte ClientRoll, int View)

Overrides: ServerMove (global)


RoundEnded.ServerReStartGame

reliable server function ServerReStartGame ()

Overrides: ServerRestartGame (global)


RoundEnded.ServerReStartPlayer

reliable server function ServerReStartPlayer ()

Overrides: Controller.ServerRestartPlayer (global)


RoundEnded.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


RoundEnded.ThrowWeapon

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


RoundEnded.Use

exec function Use ()

Overrides: Use (global)

Entry point function for player interactions with the world, re-directs to ServerUse.

Spectating

Extends: BaseSpectating

Ignores: ClientRestart, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, ThrowWeapon

Spectating.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

exec function StartAltFire (optional byte FireModeNum)

Overrides: StartAltFire (global)


Spectating.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


WaitingForPawn

Extends: BaseSpectating

Ignores: HearNoise, KilledBy, SeePlayer

WaitingForPawn.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event PlayerTick (float DeltaTime)

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

event Timer ()

Overrides: Actor.Timer (global)


WaitingForPawn.ClientGotoState

reliable client function ClientGotoState (name NewState, optional name NewLabel)

Overrides: ClientGotoState (global)


WaitingForPawn.LongClientAdjustPosition

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: LongClientAdjustPosition (global)


WaitingForPawn.ReplicateMove

function ReplicateMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: BaseSpectating.ReplicateMove


WaitingForPawn.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)