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UE3:SavedMove (UT3)

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UT3 Object >> SavedMove
Package: 
Engine
This class in other games:
RTNP, U1, UT, UE2Runtime, U2XMP, UT2003, U2, UT2004, UDK

SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AccelDotThreshold[edit]

Type: float

threshold for deciding this is an "important" move based on DP with last acked acceleration

Default value: 0.9

Acceleration[edit]

Type: Object.Vector


bDoubleJump[edit]

Type: bool


bDuck[edit]

Type: bool


bForceRMVelocity[edit]

Type: bool

client-side only (for replaying moves) - not replicated

bPreciseDestination[edit]

Type: bool


bPressedJump[edit]

Type: bool


bRun[edit]

Type: bool


CustomTimeDilation[edit]

Type: float


Delta[edit]

Type: float

amount of time for this move

DoubleClickMove[edit]

Type: Actor.EDoubleClickDir

Double click info.

EndBase[edit]

Type: Actor


NextMove[edit]

Type: SavedMove

Next move in linked list.

RMVelocity[edit]

Type: Object.Vector


Rotation[edit]

Type: Object.Rotator


SavedLocation[edit]

Type: Object.Vector


SavedPhysics[edit]

Type: Actor.EPhysics


SavedRelativeLocation[edit]

Type: Object.Vector


SavedVelocity[edit]

Type: Object.Vector


StartBase[edit]

Type: Actor


StartFloor[edit]

Type: Object.Vector


StartLocation[edit]

Type: Object.Vector


StartRelativeLocation[edit]

Type: Object.Vector


StartVelocity[edit]

Type: Object.Vector


TimeStamp[edit]

Type: float

Time of this move.

Functions[edit]

Static functions[edit]

SetFlags[edit]

static function Actor.EDoubleClickDir SetFlags (byte Flags, PlayerController PC)


Instance functions[edit]

CanCombineWith[edit]

function bool CanCombineWith (SavedMove NewMove, Pawn InPawn, float MaxDelta)


Clear[edit]

function Clear ()


CompressedFlags[edit]

function byte CompressedFlags ()


GetStartLocation[edit]

function Object.Vector GetStartLocation ()


IsImportantMove[edit]

function bool IsImportantMove (Object.Vector CompareAccel)


PostUpdate[edit]

function PostUpdate (PlayerController P)


SetInitialPosition[edit]

function SetInitialPosition (Pawn P)


SetMoveFor[edit]

function SetMoveFor (PlayerController P, float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir InDoubleClick)