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Engine.PlayerPawn

Extends
Pawn
Modifiers
config ( user ) intrinsic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.PlayerPawn

Direct Known Subclasses:

Camera, Spectator, UnrealIPlayer

Variables Summary
floataBaseX
floataBaseY
floataBaseZ
floataExtra0
floataExtra1
floataExtra2
floataExtra3
floataExtra4
floataForward
floataLookUp
floataMouseX
floataMouseY
floataStrafe
floataTurn
floataUp
boolbAdmin
boolbAnimTransition
boolbCenterView
boolbCountJumps
boolbDelayedCommand
boolbEdgeBack
boolbEdgeForward
boolbEdgeLeft
boolbEdgeRight
boolbFrozen
boolbInvertMouse
boolbIsCrouching
boolbIsTurning
boolbKeyboardLook
boolbMouseZeroed
boolbNoFlash
boolbNoVoices
floatbobtime
boolbPressedJump
boolbReadyToPlay
boolbReducedVis
boolbRising
boolbShakeDir
boolbShowMenu
boolbShowScores
boolbSpecialMenu
boolbUpdatePosition
boolbWasBack
boolbWasForward
boolbWasLeft
boolbWasRight
boolbWokeUp
boolbZooming
byteCdTrack
vectorConstantGlowFog
floatConstantGlowScale
floatCurrentTimeStamp
floatDefaultFOV
string[255]DelayedCommand
vectorDesiredFlashFog
floatDesiredFlashScale
floatDesiredFOV
floatDodgeClickTimer
string[64]FailedView
vectorFlashFog
vectorFlashScale
SavedMoveFreeMoves
GameReplicationInfoGameReplicationInfo
floatHandedness
class<hud>HUDType
floatInstantFlash
vectorInstantFog
intLanSpeed
floatLastUpdateTime
floatmaxshake
floatMaxTimeMargin
intMisc1
intMisc2
floatMouseSensitivity
floatMyAutoAim
HUDmyHUD
intNetSpeed
string[128]NoPauseMessage
byteOldbAltFire
byteOldbFire
string[64]OwnCamera
string[64]Password
playerPlayer
string[128]ProgressMessage
string[128]ProgressMessageTwo
floatProgressTimeOut
string[64]QuickSaveString
intRendMap
SavedMoveSavedMoves
ScoreBoardScoring
class<scoreboard>ScoringType
floatServerTimeStamp
intshakemag
floatshaketimer
floatshakevert
intShowFlags
floatSmoothMouseX
floatSmoothMouseY
musicSong
byteSongSection
class<menu>SpecialMenu
floatTimeMargin
EMusicTransitionTransition
floatverttimer
string[64]ViewingFrom
actorViewTarget
nameWeaponPriority[20]
floatZoomLevel
Movement
floatBob
floatDodgeClickTime
Pawn
class<carcass>CarcassType
PlayerPawn
boolbAlwaysMouseLook
boolbLookUpStairs
boolbMaxMouseSmoothing
boolbSinglePlayer
boolbSnapToLevel
floatMouseSmoothThreshold
Sounds
soundJumpSound
Inherited Variables from Engine.Pawn
AccelRate, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsHuman, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStrafe, bUpAndOut, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bParticles, bProjTarget, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EAttitude, EIntelligence
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function ActivateHint ()
function ActivateInventoryItem (class InvItem)
function ActivateItem ()
function ActivateTranslator ()
function AddBots (int N)
functionrotator AdjustAim (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
functionbool AdjustHitLocation (out vector HitLocation, vector TraceDir)
function Admin (string[255] CommandLine)
function AllAmmo ()
function AltFire (optional float F)
function AltFire (optional float F)
Dying
function AltFire (optional float F)
GameEnded
function AltFire (optional float F)
PlayerWaiting
function AlwaysMouseLook (Bool B)
function Amphibious ()
function AnimEnd ()
CheatFlying
function AnimEnd ()
FeigningDeath
function AnimEnd ()
PlayerFlying
function AnimEnd ()
PlayerSwimming
function AnimEnd ()
PlayerWalking
functioneAttitude AttitudeTo (Pawn Other)
function BeginState ()
CheatFlying
function BeginState ()
Dying
function BeginState ()
FeigningDeath
function BeginState ()
GameEnded
function BeginState ()
PlayerFlying
function BeginState ()
PlayerSwimming
function BeginState ()
PlayerWaiting
function BeginState ()
PlayerWaking
function BeginState ()
PlayerWalking
function BehindView (Bool B)
function CallForHelp ()
function CauseEvent (name N)
function ChangeAlwaysMouseLook (Bool B)
function ChangeAutoAim (float F)
function ChangeCrosshair ()
function ChangeDodgeClickTime (float F)
function ChangedWeapon ()
function ChangedWeapon ()
FeigningDeath
function ChangeHud ()
function ChangeName (coerce string[20] S)
function ChangeSetHand (string[32] S)
function ChangeSnapView (bool B)
function ChangeStairLook (bool B)
function ChangeTeam (int N)
function ClientAdjustGlow (float scale, vector fog)
function ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase)
function ClientFlash (float scale, vector fog)
function ClientInstantFlash (float scale, vector fog)
event ClientMessage (coerce string[200] S, optional Name Type, optional bool bBeep)
function ClientPlaySound (sound ASound)
function ClientSetMusic (music NewSong, byte NewSection, byte NewCdTrack, EMusicTransition NewTransition)
function ClientShake (vector shake)
event ClientTravel (string[240] URL, ETravelType TravelType, bool bItems)
function ClientUpdatePosition ()
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, Actor Location)
function damageAttitudeTo (pawn Other)
event Destroyed ()
function Died (pawn Killer, name damageType, vector HitLocation)
function Dodge (eDodgeDir DodgeMove)
PlayerWalking
function DoJump (optional float F)
function EndState ()
Dying
function EndState ()
PlayerWaiting
function EndState ()
PlayerWalking
function EndZoom ()
function Falling ()
function FeignDeath ()
function FeignDeath ()
PlayerWalking
function FindGoodView ()
Dying
function FindGoodView ()
GameEnded
function Fire (optional float F)
function Fire (optional float F)
Dying
function Fire (optional float F)
GameEnded
function Fire (optional float F)
PlayerWaiting
function Fly ()
function FOV (float F)
function FunctionKey (byte Num)
functionSavedMove GetFreeMove ()
function GetWeapon (class<Weapon> NewWeaponClass)
function Ghost ()
functionbool Gibbed ()
function God ()
function Grab ()
function HandleWalking ()
function InvertMouse (bool B)
function Invisible (bool B)
function Jump (optional float F)
function JumpOffPawn ()
function Kick (string[32] S)
function KillAll (class<actor> aClass)
function KilledBy (pawn EventInstigator)
function KillPawns ()
function Landed (vector HitNormal)
function Landed (vector HitNormal)
FeigningDeath
function Landed (vector HitNormal)
PlayerSwimming
function Landed (vector HitNormal)
PlayerWalking
function LocalTravel (string[128] URL)
function MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDodgeDir DodgeMove, vector newAccel, rotator DeltaRot)
function NeverSwitchOnPickup (bool B)
function NextWeapon ()
function Pause ()
function Ping ()
function PlayBeepSound ()
function PlayDodge (eDodgeDir DodgeMove)
function PlayDying (name DamageType, vector HitLocation)
FeigningDeath
event PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
function PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
Dying
function PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
GameEnded
event PlayerInput (float DeltaTime)
function PlayerMove (float DeltaTime)
CheatFlying
function PlayerMove (float DeltaTime)
Dying
function PlayerMove (float DeltaTime)
FeigningDeath
function PlayerMove (float DeltaTime)
GameEnded
function PlayerMove (float DeltaTime)
PlayerFlying
function PlayerMove (float DeltaTime)
PlayerSwimming
function PlayerMove (float DeltaTime)
PlayerWaiting
function PlayerMove (Float DeltaTime)
PlayerWaking
function PlayerMove (float DeltaTime)
PlayerWalking
function PlayersOnly ()
event PlayerTick (float Time)
event PlayerTick (float DeltaTime)
CheatFlying
event PlayerTick (float DeltaTime)
Dying
event PlayerTick (float DeltaTime)
FeigningDeath
event PlayerTick (float DeltaTime)
GameEnded
event PlayerTick (float DeltaTime)
PlayerFlying
event PlayerTick (float DeltaTime)
PlayerSwimming
event PlayerTick (float DeltaTime)
PlayerWaiting
event PlayerTick (float DeltaTime)
PlayerWaking
event PlayerTick (float DeltaTime)
PlayerWalking
event PlayerTimeOut ()
function PlayFeignDeath ()
function PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ)
function PlayRising ()
function PlaySwimming ()
function PlayTakeHit (float tweentime, vector HitLoc, int Damage)
FeigningDeath
function PlayTurning ()
event Possess ()
event PostBeginPlay ()
event PostRender (canvas Canvas)
event PreBeginPlay ()
event PreRender (canvas Canvas)
function PrevItem ()
function PrevWeapon ()
function ProcessMove (float DeltaTime, vector newAccel, eDodgeDir DodgeMove, rotator DeltaRot)
function ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
CheatFlying
function ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
FeigningDeath
function ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
PlayerSwimming
function ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
PlayerWaiting
function ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
PlayerWalking
function Profile ()
function QuickLoad ()
function QuickSave ()
function RememberSpot ()
function ReplicateMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
function ResetKeyboard ()
function RestartLevel ()
function Rise ()
FeigningDeath
function Say (string[255] Msg)
function ServerAddBots (int N)
function ServerChangeSkin (coerce string[64] SkinName)
function ServerFeignDeath ()
function ServerMove (float TimeStamp, float AccelX, float AccelY, float AccelZ, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int ViewPitch, int ViewYaw)
function ServerMove (float TimeStamp, float AccelX, float AccelY, float AccelZ, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int ViewPitch, int ViewYaw)
Dying
function ServerReStartGame ()
function ServerReStartPlayer ()
function ServerSetHandedness (float hand)
function ServerSetSloMo (float T)
function ServerSetWeaponPriority (byte i, name WeaponName)
function ServerUpdateWeapons ()
function SetAutoAim (float F)
function SetBob (float F)
function SetDesiredFOV (float F)
function SetDodgeClickTime (float F)
function SetFOVAngle (float newFOV)
function SetHand (string[32] S)
function SetJumpZ (float F)
function SetMaxMouseSmoothing (bool B)
function SetMouseSmoothThreshold (float F)
function SetName (coerce string[20] S)
functionbool SetPause (BOOL bPause)
function SetProgressMessage (string[255] S)
function SetProgressMessageTwo (string[255] S)
function SetProgressTime (float T)
function SetSensitivity (float F)
function SetSpeed (float F)
function SetViewFlash (bool B)
function ShakeView (float shaketime, float RollMag, float vertmag)
function ShowInventory ()
function ShowLoadMenu ()
function ShowMenu ()
function ShowPath ()
function ShowScores ()
function ShowSpecialMenu (string[128] ClassName)
event ShowUpgradeMenu ()
function SloMo (float T)
function SnapView (bool B)
functionCarcass SpawnCarcass ()
function SpawnGibbedCarcass ()
function Speech (int Type, int Index, int Callsign)
function StairLook (bool B)
function StartWalk ()
function StartZoom ()
function StopZoom ()
function Suicide ()
function Summon (string[128] ClassName)
function SwimAnimUpdate (bool bNotForward)
function SwitchCoopLevel (string[128] URL)
function SwitchLevel (string[128] URL)
function SwitchWeapon (byte F)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Dying
function Taunt (name Sequence)
function Taunt (name Sequence)
FeigningDeath
event TeamMessage (PlayerReplicationInfo PRI, coerce string[220] S, ZoneInfo PZone, name Type)
function TeamSay (string[255] Msg)
function ThrowWeapon ()
function TimeDemo (bool B)
function Timer ()
Dying
function Timer ()
GameEnded
function Timer ()
PlayerSwimming
function Timer ()
PlayerWaking
event TravelPostAccept ()
event UnPossess ()
function UpdateBob (float F)
event UpdateEyeHeight (float DeltaTime)
function UpdateRotation (float DeltaTime, float maxPitch)
function UpdateSensitivity (float F)
function UpdateURL (string[64] NewOption, string[64] NewValue, bool bSaveDefault)
function ViewClass (class<actor> aClass)
function ViewFlash (float DeltaTime)
function ViewPlayer (string[32] S)
function ViewShake (float DeltaTime)
function Walk ()
function ZoneChange (ZoneInfo NewZone)
FeigningDeath
function ZoneChange (ZoneInfo NewZone)
PlayerSwimming
function ZoneChange (ZoneInfo NewZone)
PlayerWalking
functionstring [ (] ConsoleCommand( string[255] Command)
functionstring [ (] KillMessage(name damageType, pawn Other)
Inherited Functions from Engine.Pawn
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, BaseChange, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RestartPlayer, SeePlayer, SendVoiceMessage, SetMovementPhysics, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UpdateEyeHeight, WaitForLanding, WarnTarget, [
Inherited Functions from Engine.Actor
!=, *, *=, +, +=, -, -=, / , /=, <<, ==, >>, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, Cross, Destroy, Destroyed, Detach, Dot, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetAxes, GetUnAxes, HitWall, HurtRadius, InterpolateEnd, Invert, IsA, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, MirrorVectorByNormal, Move, MoveSmooth, Normal, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RotRand, SetBase, SetCollision, SetCollisionSize, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, VRand, VSize, ZoneChange, [

States Summary
CheatFlying Source code
state CheatFlying
AnimEnd, BeginState, PlayerMove, PlayerTick, ProcessMove
Dying Source code
state Dying
AltFire, BeginState, EndState, FindGoodView, Fire, PlayerCalcView, PlayerMove, PlayerTick, ServerMove, TakeDamage, Timer
FeigningDeath Source code
state FeigningDeath
AnimEnd, BeginState, ChangedWeapon, Landed, PlayDying, PlayerMove, PlayerTick, PlayTakeHit, ProcessMove, Rise, Taunt, ZoneChange
GameEnded Source code
state GameEnded
AltFire, BeginState, FindGoodView, Fire, PlayerCalcView, PlayerMove, PlayerTick, Timer
PlayerFlying Source code
state PlayerFlying
AnimEnd, BeginState, PlayerMove, PlayerTick
PlayerSwimming Source code
state PlayerSwimming
AnimEnd, BeginState, Landed, PlayerMove, PlayerTick, ProcessMove, Timer, ZoneChange
PlayerWaiting Source code
state PlayerWaiting
AltFire, BeginState, EndState, Fire, PlayerMove, PlayerTick, ProcessMove
PlayerWaking Source code
state PlayerWaking
BeginState, PlayerMove, PlayerTick, Timer
PlayerWalking Source code
state PlayerWalking
AnimEnd, BeginState, Dodge, EndState, FeignDeath, Landed, PlayerMove, PlayerTick, ProcessMove, ZoneChange


Variables Detail

aBaseX Source code

var input float aBaseX;

aBaseY Source code

var input float aBaseY;

aBaseZ Source code

var input float aBaseZ;

aExtra0 Source code

var input float aExtra0;

aExtra1 Source code

var input float aExtra1;

aExtra2 Source code

var input float aExtra2;

aExtra3 Source code

var input float aExtra3;

aExtra4 Source code

var input float aExtra4;

aForward Source code

var input float aForward;

aLookUp Source code

var input float aLookUp;

aMouseX Source code

var input float aMouseX;

aMouseY Source code

var input float aMouseY;

aStrafe Source code

var input float aStrafe;

aTurn Source code

var input float aTurn;

aUp Source code

var input float aUp;

bAdmin Source code

var bool bAdmin;

bAnimTransition Source code

var bool bAnimTransition;

bCenterView Source code

var bool bCenterView;

bCountJumps Source code

var bool bCountJumps;

bDelayedCommand Source code

var bool bDelayedCommand;

bEdgeBack Source code

var bool bEdgeBack;

bEdgeForward Source code

var bool bEdgeForward;

bEdgeLeft Source code

var bool bEdgeLeft;

bEdgeRight Source code

var bool bEdgeRight;

bFrozen Source code

var bool bFrozen;

bInvertMouse Source code

var globalconfig bool bInvertMouse;

bIsCrouching Source code

var bool bIsCrouching;

bIsTurning Source code

var bool bIsTurning;

bKeyboardLook Source code

var globalconfig bool bKeyboardLook;

bMouseZeroed Source code

var bool bMouseZeroed;

bNoFlash Source code

var globalconfig bool bNoFlash;

bNoVoices Source code

var globalconfig bool bNoVoices;

bobtime Source code

var float bobtime;

bPressedJump Source code

var bool bPressedJump;

bReadyToPlay Source code

var bool bReadyToPlay;

bReducedVis Source code

var bool bReducedVis;

bRising Source code

var bool bRising;

bShakeDir Source code

var bool bShakeDir;

bShowMenu Source code

var bool bShowMenu;

bShowScores Source code

var bool bShowScores;

bSpecialMenu Source code

var bool bSpecialMenu;

bUpdatePosition Source code

var bool bUpdatePosition;

bWasBack Source code

var bool bWasBack;

bWasForward Source code

var bool bWasForward;

bWasLeft Source code

var bool bWasLeft;

bWasRight Source code

var bool bWasRight;

bWokeUp Source code

var bool bWokeUp;

bZooming Source code

var bool bZooming;

CdTrack Source code

var byte CdTrack;

ConstantGlowFog Source code

var vector ConstantGlowFog;

ConstantGlowScale Source code

var float ConstantGlowScale;

CurrentTimeStamp Source code

var float CurrentTimeStamp;

DefaultFOV Source code

var float DefaultFOV;

DelayedCommand Source code

var string[255] DelayedCommand;

DesiredFlashFog Source code

var vector DesiredFlashFog;

DesiredFlashScale Source code

var float DesiredFlashScale;

DesiredFOV Source code

var float DesiredFOV;

DodgeClickTimer Source code

var travel float DodgeClickTimer;

FailedView Source code

var localized string[64] FailedView;

FlashFog Source code

var vector FlashFog;

FlashScale Source code

var vector FlashScale;

FreeMoves Source code

var SavedMove FreeMoves;

GameReplicationInfo Source code

var GameReplicationInfo GameReplicationInfo;

Handedness Source code

var travel globalconfig float Handedness;

HUDType Source code

var class<hud> HUDType;

InstantFlash Source code

var float InstantFlash;

InstantFog Source code

var vector InstantFog;

LanSpeed Source code

var globalconfig int LanSpeed;

LastUpdateTime Source code

var float LastUpdateTime;

maxshake Source code

var float maxshake;

MaxTimeMargin Source code

var float MaxTimeMargin;

Misc1 Source code

var int Misc1;

Misc2 Source code

var int Misc2;

MouseSensitivity Source code

var globalconfig float MouseSensitivity;

MyAutoAim Source code

var travel globalconfig float MyAutoAim;

myHUD Source code

var HUD myHUD;

NetSpeed Source code

var globalconfig int NetSpeed;

NoPauseMessage Source code

var localized string[128] NoPauseMessage;

OldbAltFire Source code

var byte OldbAltFire;

OldbFire Source code

var byte OldbFire;

OwnCamera Source code

var localized string[64] OwnCamera;

Password Source code

var globalconfig string[64] Password;

Player Source code

var const player Player;

ProgressMessage Source code

var string[128] ProgressMessage;

ProgressMessageTwo Source code

var string[128] ProgressMessageTwo;

ProgressTimeOut Source code

var float ProgressTimeOut;

QuickSaveString Source code

var localized string[64] QuickSaveString;

RendMap Source code

var int RendMap;

SavedMoves Source code

var SavedMove SavedMoves;

Scoring Source code

var ScoreBoard Scoring;

ScoringType Source code

var class<scoreboard> ScoringType;

ServerTimeStamp Source code

var float ServerTimeStamp;

shakemag Source code

var int shakemag;

shaketimer Source code

var float shaketimer;

shakevert Source code

var float shakevert;

ShowFlags Source code

var int ShowFlags;

SmoothMouseX Source code

var float SmoothMouseX;

SmoothMouseY Source code

var float SmoothMouseY;

Song Source code

var music Song;

SongSection Source code

var byte SongSection;

SpecialMenu Source code

var class<menu> SpecialMenu;

TimeMargin Source code

var float TimeMargin;

Transition Source code

var EMusicTransition Transition;

verttimer Source code

var float verttimer;

ViewingFrom Source code

var localized string[64] ViewingFrom;

ViewTarget Source code

var actor ViewTarget;

WeaponPriority[20] Source code

var globalconfig name WeaponPriority[20];

ZoomLevel Source code

var float ZoomLevel;

Movement

Bob Source code

var(Movement) globalconfig float Bob;

DodgeClickTime Source code

var(Movement) globalconfig float DodgeClickTime;

Pawn

CarcassType Source code

var(Pawn) class<carcass> CarcassType;

PlayerPawn

bAlwaysMouseLook Source code

var(PlayerPawn) globalconfig bool bAlwaysMouseLook;

bLookUpStairs Source code

var(PlayerPawn) globalconfig bool bLookUpStairs;

bMaxMouseSmoothing Source code

var(PlayerPawn) globalconfig bool bMaxMouseSmoothing;

bSinglePlayer Source code

var(PlayerPawn) bool bSinglePlayer;

bSnapToLevel Source code

var(PlayerPawn) globalconfig bool bSnapToLevel;

MouseSmoothThreshold Source code

var(PlayerPawn) globalconfig float MouseSmoothThreshold;

Sounds

JumpSound Source code

var(Sounds) sound JumpSound;


Functions Detail

ActivateHint Source code

exec function ActivateHint ( )

ActivateInventoryItem Source code

exec function ActivateInventoryItem ( class InvItem )

ActivateItem Source code

exec function ActivateItem ( )

ActivateTranslator Source code

exec function ActivateTranslator ( )

AddBots Source code

exec function AddBots ( int N )

AdjustAim Source code

function rotator AdjustAim ( float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget )

AdjustHitLocation Source code

function bool AdjustHitLocation ( out vector HitLocation, vector TraceDir )

Admin Source code

exec function Admin ( string[255] CommandLine )

AllAmmo Source code

exec function AllAmmo ( )

AltFire Source code

exec function AltFire ( optional float F )

AltFire Dying Source code

exec function AltFire ( optional float F )

AltFire GameEnded Source code

exec function AltFire ( optional float F )

AltFire PlayerWaiting Source code

exec function AltFire ( optional float F )

AlwaysMouseLook Source code

exec function AlwaysMouseLook ( Bool B )

Amphibious Source code

exec function Amphibious ( )

AnimEnd CheatFlying Source code

function AnimEnd ( )

AnimEnd FeigningDeath Source code

function AnimEnd ( )

AnimEnd PlayerFlying Source code

function AnimEnd ( )

AnimEnd PlayerSwimming Source code

function AnimEnd ( )

AnimEnd PlayerWalking Source code

function AnimEnd ( )

AttitudeTo Source code

function eAttitude AttitudeTo ( Pawn Other )

BeginState CheatFlying Source code

function BeginState ( )

BeginState Dying Source code

function BeginState ( )

BeginState FeigningDeath Source code

function BeginState ( )

BeginState GameEnded Source code

function BeginState ( )

BeginState PlayerFlying Source code

function BeginState ( )

BeginState PlayerSwimming Source code

function BeginState ( )

BeginState PlayerWaiting Source code

function BeginState ( )

BeginState PlayerWaking Source code

function BeginState ( )

BeginState PlayerWalking Source code

function BeginState ( )

BehindView Source code

exec function BehindView ( Bool B )

CallForHelp Source code

exec function CallForHelp ( )

CauseEvent Source code

exec function CauseEvent ( name N )

ChangeAlwaysMouseLook Source code

function ChangeAlwaysMouseLook ( Bool B )

ChangeAutoAim Source code

function ChangeAutoAim ( float F )

ChangeCrosshair Source code

exec function ChangeCrosshair ( )

ChangeDodgeClickTime Source code

function ChangeDodgeClickTime ( float F )

ChangedWeapon Source code

function ChangedWeapon ( )

ChangedWeapon FeigningDeath Source code

function ChangedWeapon ( )

ChangeHud Source code

exec function ChangeHud ( )

ChangeName Source code

function ChangeName ( coerce string[20] S )

ChangeSetHand Source code

function ChangeSetHand ( string[32] S )

ChangeSnapView Source code

function ChangeSnapView ( bool B )

ChangeStairLook Source code

function ChangeStairLook ( bool B )

ChangeTeam Source code

function ChangeTeam ( int N )

ClientAdjustGlow Source code

function ClientAdjustGlow ( float scale, vector fog )

ClientAdjustPosition Source code

function ClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase )

ClientFlash Source code

function ClientFlash ( float scale, vector fog )

ClientInstantFlash Source code

function ClientInstantFlash ( float scale, vector fog )

ClientMessage Source code

event ClientMessage ( coerce string[200] S, optional Name Type, optional bool bBeep )

ClientPlaySound Source code

simulated function ClientPlaySound ( sound ASound )

ClientSetMusic Source code

function ClientSetMusic ( music NewSong, byte NewSection, byte NewCdTrack, EMusicTransition NewTransition )

ClientShake Source code

function ClientShake ( vector shake )

ClientTravel Source code

intrinsic event ClientTravel ( string[240] URL, ETravelType TravelType, bool bItems )

ClientUpdatePosition Source code

function ClientUpdatePosition ( )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, Actor Location )

damageAttitudeTo Source code

function damageAttitudeTo ( pawn Other )

Destroyed Source code

event Destroyed ( )

Died Source code

function Died ( pawn Killer, name damageType, vector HitLocation )

Dodge PlayerWalking Source code

function Dodge ( eDodgeDir DodgeMove )

DoJump Source code

function DoJump ( optional float F )

EndState Dying Source code

function EndState ( )

EndState PlayerWaiting Source code

function EndState ( )

EndState PlayerWalking Source code

function EndState ( )

EndZoom Source code

function EndZoom ( )

Falling Source code

function Falling ( )

FeignDeath Source code

exec function FeignDeath ( )

FeignDeath PlayerWalking Source code

exec function FeignDeath ( )

FindGoodView Dying Source code

function FindGoodView ( )

FindGoodView GameEnded Source code

function FindGoodView ( )

Fire Source code

exec function Fire ( optional float F )

Fire Dying Source code

exec function Fire ( optional float F )

Fire GameEnded Source code

exec function Fire ( optional float F )

Fire PlayerWaiting Source code

exec function Fire ( optional float F )

Fly Source code

exec function Fly ( )

FOV Source code

exec function FOV ( float F )

FunctionKey Source code

exec function FunctionKey ( byte Num )

GetFreeMove Source code

final function SavedMove GetFreeMove ( )

GetWeapon Source code

exec function GetWeapon ( class<Weapon> NewWeaponClass )

Ghost Source code

exec function Ghost ( )

Gibbed Source code

function bool Gibbed ( )

God Source code

exec function God ( )

Grab Source code

exec function Grab ( )

HandleWalking Source code

function HandleWalking ( )

InvertMouse Source code

exec function InvertMouse ( bool B )

Invisible Source code

exec function Invisible ( bool B )

Jump Source code

exec function Jump ( optional float F )

JumpOffPawn Source code

function JumpOffPawn ( )

Kick Source code

exec function Kick ( string[32] S )

KillAll Source code

exec function KillAll ( class<actor> aClass )

KilledBy Source code

function KilledBy ( pawn EventInstigator )

KillPawns Source code

exec function KillPawns ( )

Landed Source code

function Landed ( vector HitNormal )

Landed FeigningDeath Source code

function Landed ( vector HitNormal )

Landed PlayerSwimming Source code

function Landed ( vector HitNormal )

Landed PlayerWalking Source code

function Landed ( vector HitNormal )

LocalTravel Source code

exec function LocalTravel ( string[128] URL )

MoveAutonomous Source code

final function MoveAutonomous ( float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDodgeDir DodgeMove, vector newAccel, rotator DeltaRot )

NeverSwitchOnPickup Source code

exec function NeverSwitchOnPickup ( bool B )

NextWeapon Source code

exec function NextWeapon ( )

Pause Source code

exec function Pause ( )

Ping Source code

exec function Ping ( )

PlayBeepSound Source code

simulated function PlayBeepSound ( )

PlayDodge Source code

function PlayDodge ( eDodgeDir DodgeMove )

PlayDying FeigningDeath Source code

function PlayDying ( name DamageType, vector HitLocation )

PlayerCalcView Source code

event PlayerCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

PlayerCalcView Dying Source code

function PlayerCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

PlayerCalcView GameEnded Source code

function PlayerCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

PlayerInput Source code

event PlayerInput ( float DeltaTime )

PlayerMove CheatFlying Source code

function PlayerMove ( float DeltaTime )

PlayerMove Dying Source code

function PlayerMove ( float DeltaTime )

PlayerMove FeigningDeath Source code

function PlayerMove ( float DeltaTime )

PlayerMove GameEnded Source code

function PlayerMove ( float DeltaTime )

PlayerMove PlayerFlying Source code

function PlayerMove ( float DeltaTime )

PlayerMove PlayerSwimming Source code

function PlayerMove ( float DeltaTime )

PlayerMove PlayerWaiting Source code

function PlayerMove ( float DeltaTime )

PlayerMove PlayerWaking Source code

function PlayerMove ( Float DeltaTime )

PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime )

PlayersOnly Source code

exec function PlayersOnly ( )

PlayerTick Source code

event PlayerTick ( float Time )

PlayerTick CheatFlying Source code

event PlayerTick ( float DeltaTime )

PlayerTick Dying Source code

event PlayerTick ( float DeltaTime )

PlayerTick FeigningDeath Source code

event PlayerTick ( float DeltaTime )

PlayerTick GameEnded Source code

event PlayerTick ( float DeltaTime )

PlayerTick PlayerFlying Source code

event PlayerTick ( float DeltaTime )

PlayerTick PlayerSwimming Source code

event PlayerTick ( float DeltaTime )

PlayerTick PlayerWaiting Source code

event PlayerTick ( float DeltaTime )

PlayerTick PlayerWaking Source code

event PlayerTick ( float DeltaTime )

PlayerTick PlayerWalking Source code

event PlayerTick ( float DeltaTime )

PlayerTimeOut Source code

event PlayerTimeOut ( )

PlayFeignDeath Source code

function PlayFeignDeath ( )

PlayHit Source code

function PlayHit ( float Damage, vector HitLocation, name damageType, float MomentumZ )

PlayRising Source code

function PlayRising ( )

PlaySwimming Source code

function PlaySwimming ( )

PlayTakeHit FeigningDeath Source code

function PlayTakeHit ( float tweentime, vector HitLoc, int Damage )

PlayTurning Source code

function PlayTurning ( )

Possess Source code

event Possess ( )

PostBeginPlay Source code

event PostBeginPlay ( )

PostRender Source code

event PostRender ( canvas Canvas )

PreBeginPlay Source code

event PreBeginPlay ( )

PreRender Source code

event PreRender ( canvas Canvas )

PrevItem Source code

exec function PrevItem ( )

PrevWeapon Source code

exec function PrevWeapon ( )

ProcessMove Source code

function ProcessMove ( float DeltaTime, vector newAccel, eDodgeDir DodgeMove, rotator DeltaRot )

ProcessMove CheatFlying Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot )

ProcessMove FeigningDeath Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot )

ProcessMove PlayerSwimming Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot )

ProcessMove PlayerWaiting Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot )

ProcessMove PlayerWalking Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot )

Profile Source code

exec function Profile ( )

QuickLoad Source code

exec function QuickLoad ( )

QuickSave Source code

exec function QuickSave ( )

RememberSpot Source code

exec function RememberSpot ( )

ReplicateMove Source code

final function ReplicateMove ( float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot )

ResetKeyboard Source code

intrinsic(544) final function ResetKeyboard ( )

RestartLevel Source code

exec function RestartLevel ( )

Rise FeigningDeath Source code

function Rise ( )

Say Source code

exec function Say ( string[255] Msg )

ServerAddBots Source code

function ServerAddBots ( int N )

ServerChangeSkin Source code

function ServerChangeSkin ( coerce string[64] SkinName )

ServerFeignDeath Source code

function ServerFeignDeath ( )

ServerMove Source code

function ServerMove ( float TimeStamp, float AccelX, float AccelY, float AccelZ, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int ViewPitch, int ViewYaw )

ServerMove Dying Source code

function ServerMove ( float TimeStamp, float AccelX, float AccelY, float AccelZ, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int ViewPitch, int ViewYaw )

ServerReStartGame Source code

function ServerReStartGame ( )

ServerReStartPlayer Source code

function ServerReStartPlayer ( )

ServerSetHandedness Source code

function ServerSetHandedness ( float hand )

ServerSetSloMo Source code

function ServerSetSloMo ( float T )

ServerSetWeaponPriority Source code

function ServerSetWeaponPriority ( byte i, name WeaponName )

ServerUpdateWeapons Source code

function ServerUpdateWeapons ( )

SetAutoAim Source code

exec function SetAutoAim ( float F )

SetBob Source code

exec function SetBob ( float F )

SetDesiredFOV Source code

exec function SetDesiredFOV ( float F )

SetDodgeClickTime Source code

exec function SetDodgeClickTime ( float F )

SetFOVAngle Source code

function SetFOVAngle ( float newFOV )

SetHand Source code

exec function SetHand ( string[32] S )

SetJumpZ Source code

exec function SetJumpZ ( float F )

SetMaxMouseSmoothing Source code

exec function SetMaxMouseSmoothing ( bool B )

SetMouseSmoothThreshold Source code

exec function SetMouseSmoothThreshold ( float F )

SetName Source code

exec function SetName ( coerce string[20] S )

SetPause Source code

function bool SetPause ( BOOL bPause )

SetProgressMessage Source code

exec function SetProgressMessage ( string[255] S )

SetProgressMessageTwo Source code

exec function SetProgressMessageTwo ( string[255] S )

SetProgressTime Source code

exec function SetProgressTime ( float T )

SetSensitivity Source code

exec function SetSensitivity ( float F )

SetSpeed Source code

exec function SetSpeed ( float F )

SetViewFlash Source code

exec function SetViewFlash ( bool B )

ShakeView Source code

function ShakeView ( float shaketime, float RollMag, float vertmag )

ShowInventory Source code

exec function ShowInventory ( )

ShowLoadMenu Source code

exec function ShowLoadMenu ( )

ShowMenu Source code

exec function ShowMenu ( )

ShowPath Source code

exec function ShowPath ( )

ShowScores Source code

exec function ShowScores ( )

ShowSpecialMenu Source code

exec function ShowSpecialMenu ( string[128] ClassName )

ShowUpgradeMenu Source code

exec event ShowUpgradeMenu ( )

SloMo Source code

exec function SloMo ( float T )

SnapView Source code

exec function SnapView ( bool B )

SpawnCarcass Source code

function Carcass SpawnCarcass ( )

SpawnGibbedCarcass Source code

function SpawnGibbedCarcass ( )

Speech Source code

exec function Speech ( int Type, int Index, int Callsign )

StairLook Source code

exec function StairLook ( bool B )

StartWalk Source code

function StartWalk ( )

StartZoom Source code

function StartZoom ( )

StopZoom Source code

function StopZoom ( )

Suicide Source code

exec function Suicide ( )

Summon Source code

exec function Summon ( string[128] ClassName )

SwimAnimUpdate Source code

function SwimAnimUpdate ( bool bNotForward )

SwitchCoopLevel Source code

exec function SwitchCoopLevel ( string[128] URL )

SwitchLevel Source code

exec function SwitchLevel ( string[128] URL )

SwitchWeapon Source code

exec function SwitchWeapon ( byte F )

TakeDamage Dying Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType )

Taunt Source code

exec function Taunt ( name Sequence )

Taunt FeigningDeath Source code

exec function Taunt ( name Sequence )

TeamMessage Source code

event TeamMessage ( PlayerReplicationInfo PRI, coerce string[220] S, ZoneInfo PZone, name Type )

TeamSay Source code

exec function TeamSay ( string[255] Msg )

ThrowWeapon Source code

exec function ThrowWeapon ( )

TimeDemo Source code

exec function TimeDemo ( bool B )

Timer Dying Source code

function Timer ( )

Timer GameEnded Source code

function Timer ( )

Timer PlayerSwimming Source code

function Timer ( )

Timer PlayerWaking Source code

function Timer ( )

TravelPostAccept Source code

event TravelPostAccept ( )

UnPossess Source code

event UnPossess ( )

UpdateBob Source code

function UpdateBob ( float F )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime )

UpdateRotation Source code

function UpdateRotation ( float DeltaTime, float maxPitch )

UpdateSensitivity Source code

function UpdateSensitivity ( float F )

UpdateURL Source code

intrinsic(546) final function UpdateURL ( string[64] NewOption, string[64] NewValue, bool bSaveDefault )

ViewClass Source code

exec function ViewClass ( class<actor> aClass )

ViewFlash Source code

function ViewFlash ( float DeltaTime )

ViewPlayer Source code

exec function ViewPlayer ( string[32] S )

ViewShake Source code

function ViewShake ( float DeltaTime )

Walk Source code

exec function Walk ( )

ZoneChange FeigningDeath Source code

function ZoneChange ( ZoneInfo NewZone )

ZoneChange PlayerSwimming Source code

function ZoneChange ( ZoneInfo NewZone )

ZoneChange PlayerWalking Source code

function ZoneChange ( ZoneInfo NewZone )

[ Source code

intrinsic function string [ ( ] ConsoleCommand( string[255] Command )

[ Source code

function string [ ( ] KillMessage(name damageType, pawn Other )


Defaultproperties

defaultproperties
{
     DodgeClickTime=0.250000
     Bob=0.016000
     FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
     DesiredFOV=90.000000
     DefaultFOV=90.000000
     CdTrack=255
     MyAutoAim=1.000000
     Handedness=-1.000000
     bAlwaysMouseLook=True
     bKeyboardLook=True
     MouseSensitivity=3.000000
     WeaponPriority(0)=DispersionPistol
     WeaponPriority(1)=AutoMag
     WeaponPriority(2)=Stinger
     WeaponPriority(3)=DispersionPower1
     WeaponPriority(4)=ASMD
     WeaponPriority(5)=DispersionPower2
     WeaponPriority(6)=Eightball
     WeaponPriority(7)=FlakCannon
     WeaponPriority(8)=DispersionPower3
     WeaponPriority(9)=GESBioRifle
     WeaponPriority(10)=Razorjack
     WeaponPriority(11)=Rifle
     WeaponPriority(12)=DispersionPower4
     WeaponPriority(13)=Minigun
     WeaponPriority(14)=DispersionPower5
     NetSpeed=2600
     LanSpeed=20000
     MouseSmoothThreshold=0.160000
     MaxTimeMargin=1.000000
     QuickSaveString="Quick Saving"
     NoPauseMessage="Game is not pauseable"
     ViewingFrom="Now viewing from "
     OwnCamera="own camera"
     FailedView="Failed to change view."
     bIsPlayer=True
     bCanJump=True
     DesiredSpeed=0.300000
     SightRadius=4100.000000
     bTravel=True
     bStasis=False
     NetPriority=8.000000
}

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Creation time: Sun 21/2/2010 23:49:48.607 - Created with UnCodeX