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XPlayer

UT2003 :: Object >> Actor >> Controller >> PlayerController >> UnrealPlayer >> xPlayer (Package: XGame)

The unreal tournament player pawn class.

Properties

Attract mode

See the functions in the AttractMode state.

AttractCamera? camlist[20]
int numcams
int curcam
Pawn attracttarget
Pawn attracttarget2
float camtime
float targettime
float gibwatchtime
vector focuspoint

Combos

MinComboKeyTime = 0.05 (const)
Keys pressed faster than this will be considered a double-press
MaxComboKeyTime = 0.35 (const)
Max time player has between button presses
int InputHistory[4] (transient)
float LastKeyTime (transient)
int OldKey (transient)
float MinAdrenalineCost
The minimum Adrenaline cost to activate any combo
string ComboNameList[16]
List of combo names to be loaded into ComboList
class<Combo> ComboList[16]

Other

xUtil.PlayerRecord? PawnSetupRecord
float LastRulesRequestTime
float LastMapListRequestTime
bool autozoom
Used for camera stuff
bool bClassicTrans (globalconfig)
bool bHighBeaconTrajectory
bool bWaitingForPRI
bool bWaitingForVRI
bool bDebuggingVoiceChat (config)
bool bAutoDemoRec (config)

Functions

ProcessRule( string NewRule ) (delegate)
Called from ClientReceiveRule. Used by AdminPanelPlayers?, UT2K4Tab_AdminPlayerList?, UT2K4Tab_MidGameRulesCombo?, UT2K4Tab_ServerInfo?, Tab_AdminPlayerList?, and Tab_ServerInfo?.
ProcessMapName( string NewMap ) (delegate)
Called from ClientReceiveMapName. Used by AdminPanelMaps?, UT2K4Tab_MidGameRulesCombo?, UT2K4Tab_ServerMapList?, and Tab_ServerMapList?.
CheckPriority() (exec)
DebugMessage( string DebugString, optional name Type ) (simulated)
String GetRoleString() (simulated)
String GetPhysicsString() (simulated)
ServerRequestRules()
ClientReceiveRule( string NewRule )
ServerRequestMapList()
ClientReceiveMapName( string NewMap )
StopFiring()
PlayBeepSound() (simulated)
float RateWeapon( Weapon w ) (simulated)
L33TPhrase( int phraseNum ) (exec)
ServerSetClassicTrans( bool B )
FillCameraList()
bool FindFixedCam( Pawn target, out int newcam )
Vector FindFloatingCam( Pawn target )
Pawn PickNextBot( Pawn current )
bool LineOfSight( int c, Pawn target )
Rotator CameraTrack( Pawn target, float DeltaTime )
PawnDied( Pawn P )
SetPawnClass( string inClass, string inCharacter )
SetPawnFemale()
Possess( Pawn aPawn )
ChangeCharacter( string newCharacter ) (exec)
for changing character on the fly (for next respawn)
bool NeedNetNotify() (simulated)
AdminMenu( string CommandLine ) (exec)
ServerRequestPlayerInfo()
SpecViewGoal() (exec)
ServerSpecViewGoal()
ServerRequestBanInfo( int PlayerID )
ClientReceiveBan( string BanInfo )
InitializeVoiceChat() (exec, simulated)
ShowAliases() (exec, simulated)
ShowBindings() (exec, simulated)
check() (exec)

Combo-Related

PostBeginPlay() (simulated)
Loads combos from the name list
ClientReceiveCombo( string NewCombo ) (simulated)
Client-side combo loading
DoCombo( class<Combo> ComboClass )
Checks Adrenaline cost and calls ServerDoCombo
ServerDoCombo( class<Combo> ComboClass )
Calls DoCombo on the pawn

Events

PostBeginPlay() (simulated)
PostNetBeginPlay() (simulated)
PlayerTick( float DeltaTime )
Handle combo keyboard input
PostNetReceive() (simulated)

States

ViewPlayer

Extends PlayerWalking.

AttractMode

Ignores SwitchWeapon, RestartLevel, ClientRestart, Suicide,ThrowWeapon, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Say and TeamSay.


Category Class (UT2003)

Category Class (UT2004)

Category To Do – Fill in any missing definitions.

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