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ROEngine.ROPlayer

Extends
xPlayer

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.PlayerController
         |   
         +-- UnrealGame.UnrealPlayer
            |   
            +-- XGame.xPlayer
               |   
               +-- ROEngine.ROPlayer

Constants Summary
SwayDampingFactor=0.1732
SwayElasticFactor=3.0
Inherited Contants from XGame.xPlayer
MaxComboKeyTime, MinComboKeyTime

Variables Summary
byteAltBlurLevel
floatbaseSwayPitchAcc
floatbaseSwayYawAcc
boolbCanRespawn
boolbDisableMusicInGame
boolbDisplayedRoleSelectAtLeastOnce
boolbDoFadeFromBlackEffect
boolbFirstObjectiveScreenDisplayed
boolbFirstRoleAndTeamChange
boolbHudCapturesMouseInputs
boolbHudLocksPlayerRotation
boolbInterpolatedTankThrottle
boolbInterpolatedVehicleThrottle
boolbManualTankShellReloading
boolbPendingMapDisplay
boolbShowHints
boolbShowMapOnFirstSpawn
boolbSway
boolbUseBlurEffect
boolbUseNativeRoleNames
boolbWeaponsSelected
floatCurrentBlurAmount
byteCurrentEntryCam
floatCurrentFadeAmount
intCurrentRole
intDesiredGrenade
intDesiredPrimary
intDesiredRole
intDesiredSecondary
array<RODestroyableStaticMeshBase>Destroyables
floatFAAWeaponRotationFactor
floatFadeFromBlackCurrentOpacity
floatFadeFromBlackFadeSpeed
floatFadeFromBlackLastUpdateTime
intForcedTeamSelectOnRoleSelectPage
intFreeAimMaxPitchLimit
intFreeAimMaxYawLimit
intFreeAimMinPitchLimit
intFreeAimMinYawLimit
intGrenadeWeapon
ROHintManagerHintManager
floatInitialBlurTime
floatJarrMoveDuration
floatJarrMoveMag
floatJarrMoveRate
floatJarrRotateDuration
floatJarrRotateMag
floatJarrRotateRate
floatLastFFKillAmount
ROPlayerReplicationInfoLastFFKiller
floatLastFreeAimSuspendTime
floatLastPlayerListTime
floatLastRallyTime
floatLastRecoilTime
floatLastSpectateChangeTime
floatLastVoteTime
intNumVotes
intPitchTweenRate
vectorPlayerMouse
intPrimaryWeapon
rotatorRecoilRotator
floatRecoilSpeed
vectorSavedArtilleryCoords
intSecondaryWeapon
MotionBlurShellShockBlur
ESpectatorModeSpecMode
stringSpectatingModeName[4]
floatSwayClearTime
floatSwayPitch
floatSwayTime
floatSwayYaw
array<PlayerReplicationInfo>VotedBy
floatWeaponSwayPitchRate
floatWeaponSwayYawRate
intYawTweenRate
Menu
stringROMidGameMenuClass
ROPlayer
intGlobalDetailLevel
byteMaxAltBlurLevel
InterpCurveSwayCurve
floatThrottleChangeRate
Inherited Variables from XGame.xPlayer
attracttarget, attracttarget2, autozoom, bAutoDemoRec, bClassicTrans, bDebuggingVoiceChat, bHighBeaconTrajectory, bWaitingForPRI, bWaitingForVRI, camlist[20], camtime, ComboList[16], ComboNameList[16], curcam, focuspoint, gibwatchtime, InputHistory[4], LastKeyTime, LastMapListRequestTime, LastRulesRequestTime, MinAdrenalineCost, numcams, OldKey, PawnSetupRecord, targettime
Inherited Variables from UnrealGame.UnrealPlayer
bDisplayLoser, bDisplayWinner, bDontShowLoginMenu, bForceLoginMenu, bLatecomer, bReadyToStart, bRising, CustomizedAnnouncerPack, CustomRewardAnnouncerPack, CustomStatusAnnouncerPack, LastAutoTauntTime, LastKickWarningTime, LastKillTime, LastTaunt, LastTauntAnimTime, LastWhispTime, LoginMenuClass, MaxRecentServers, MultiKillLevel, NetBotDebugString, RecentServers, RejoinChannels

Enumerations Summary
ESpectatorMode
SPEC_Self, SPEC_Roaming, SPEC_Players, SPEC_ViewPoints,

Functions Summary
function AcknowledgePossession (Pawn P))
function AddBlur (float NewBlurTime, float NewBlurScale))
function AddHudDeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> DamageType))
function AddWeapon (string NewWeaponStr ))
functionbool AllowVoiceMessage (name MessageType))
functionbool AllowWeaponSwitch ()))
function AltFire (optional float F ))
Dead
function AltFire (optional float F ))
DeadSpectating
function AltFire (optional float F ))
GameEnded
function AltFire (optional float F ))
PlayerWaiting
function AltFire (optional float F ))
Spectating
function AskForPawn ()))
function AttemptToAddHelpRequest (PlayerReplicationInfo PRI, int objID, int requestType, optional vector requestLocation))
functionbool AutoTaunt ()))
function AwardAdrenaline (float amount))
function BecomeActivePlayer ()))
function BeginState ()))
Dead
function BeginState ()))
DeadSpectating
function BeginState ()))
GameEnded
function BeginState ()))
PlayerDriving
function BeginState ()))
PlayerTurreting
function BeginState ()))
PlayerWaiting
function BeginState ()))
PlayerWalking
function BeginState ()))
Spectating
function Bloom ()))
function BWEffect (float NewAmount))
function CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist))
function CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
function CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
Dead
function CallServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPendingJumpStatus, bool NewbJumpStatus, bool NewbSprint, bool NewbCrawl, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ))
PlayerTurreting
functionbool CanRequestSpectateChange ()))
functionbool CanRestartPlayer ()))
functionbool CanRestartPlayer ()))
PlayerWaiting
function ChangeCharacter (string newCharacter, optional string inClass))
function ChangeLoadout (string LoadoutName))
function ChangeRole (int i))
function ChangeWeapons (int Primary, int Secondary, int Grenade))
function CheckForHint (int hintType))
function ClientChangePlayerInfoResult (byte result))
function ClientForcedTeamChange (int NewTeamIndex, int NewRoleIndex))
function ClientLocationalVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Pawn senderPawn, optional vector senderLocation))
function ClientReceiveLoginMenu (string MenuClass, bool bForce))
event ClientReset ()))
function ClientSetBehindView (bool B))
PlayerWalking
function ClientSetMusic (string NewSong, EMusicTransition NewTransition))
function Crouch ()))
function CycleLoadout ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
functionbool DontReuseTaunt (int T))
function DriverCollisionDebug ()))
function DropFlag ()))
function DualTurretServerMove (float TimeStamp0, bool NewbDuck0, byte ClientRoll0, int View0, float TimeStamp, vector ClientLoc, bool NewbDuck, byte ClientRoll, int View, optional int FreeAimRot ))
PlayerTurreting
function DumpHints ()))
function EndState ()))
Dead
function EndState ()))
DeadSpectating
function EndState ()))
PlayerDriving
function EndState ()))
PlayerTurreting
function EndState ()))
PlayerWaiting
function EndState ()))
PlayerWalking
function EndState ()))
Spectating
function Fade (float time))
function FindGoodView ()))
Dead
function FindGoodView ()))
GameEnded
function Fire (optional float F ))
Dead
function Fire (optional float F ))
DeadSpectating
function Fire (optional float F ))
GameEnded
function Fire (optional float F ))
PlayerDriving
function Fire (optional float F ))
PlayerTurreting
function Fire (optional float F ))
PlayerWaiting
function Fire (optional float F ))
PlayerWalking
function Fire (optional float F ))
Spectating
function FOV (float F))
functionrotator FreeAimHandler (rotator NewRotation, float DeltaTime))
functionarray<ROBotGetBotVehicleOccupants (Controller Sender))
functionint GetGrenadeAmmo ()))
functionstring GetGrenadeWeapon ()))
functionfloat GetMaxViewDistance ()))
functionfloat GetMouseModifier ()))
functionESpectatorMode GetNextValidSpecMode ()))
function GetNorthDirection ()))
functionvector getObjectiveLocation (int id))
functionint GetPrimaryAmmo ()))
functionstring GetPrimaryWeapon ()))
functionRORoleInfo GetRoleInfo ()))
functionint GetSecondaryAmmo ()))
functionstring GetSecondaryWeapon ()))
functionstring GetSpecModeDescription ()))
functionarray<PlayerControllerGetVehicleOccupants (Controller Sender))
function GetWeapon (class<Weapon> NewWeaponClass))
function HandleMouseClick ()))
function HandleMousePlayerMove (float DeltaTime))
function HandlePOVChange ()
function HandlePOVChange ()))
DeadSpectating
function HandlePOVChange ()))
PlayerWaiting
function HandlePOVChange ()
PlayerWalking
function HandlePOVChange ()))
Spectating
function HandleWalking ()))
functionbool HasSelectedRole ()))
functionbool HasSelectedTeam ()))
functionbool HasSelectedWeapons ()))
function HitThis (ROArtilleryTrigger RAT))
function InfoQuery ()))
event InitInputSystem ()))
functionbool IsDead ()))
Dead
functionbool IsDead ()))
DeadSpectating
functionbool IsSpectating ()))
Dead
functionbool IsSpectating ()))
GameEnded
function Jump (optional float F ))
function Jump (optional float F ))
DeadSpectating
function Jump (optional float F ))
PlayerWaiting
function Jump (optional float F ))
Spectating
function L33TPhrase (int phraseNum))
function LeanLeft ()))
function LeanLeftReleased ()))
function LeanRight ()))
function LeanRightReleased ()))
function ListPlayers ()))
function LogMultiKills (float Reward, bool bEnemyKill))
function MouseInterfaceSetMousePos (vector newPos))
function MouseInterfaceSetRotationLock (bool bLocked))
function NextWeapon ()))
function NotifyHintRenderingDone ()))
function NotifyOfMapInfoChange ()))
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerWalking
function NotifySpeakingInTeamChannel ()))
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
function PawnDied (Pawn P))
event PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
Dead
function PlayerCollisionDebug ()))
function PlayerJarred (vector HitDirection, float JarrScale))
function PlayerMenu (optional int Tab))
function PlayerMove (float DeltaTime))
Dead
function PlayerMove (float DeltaTime))
DeadSpectating
function PlayerMove (float DeltaTime))
GameEnded
function PlayerMove (float DeltaTime ))
PlayerDriving
function PlayerMove (float DeltaTime))
PlayerTurreting
function PlayerMove (float DeltaTime))
PlayerWaiting
function PlayerMove (float DeltaTime ))
PlayerWalking
function PlayerMove (float DeltaTime))
Spectating
functionbool PlayersToSpectate ()))
event PlayerTick (float DeltaTime ))
DeadSpectating
event PlayerTick (float DeltaTime ))
Spectating
function PlayerWhizzed (float DistSquared))
function PlayStartupMessage (byte StartupStage))
function PlayVehicleHorn (int HornIndex)
function Possess (Pawn aPawn))
event PostBeginPlay ()))
function postfxbloom_blurmult (float f))
function postfxbloom_bpcontrast (float f))
function postfxbloom_gpucalcs ()))
function postfxbloom_ratio (float f))
function postfxbloom_ratiomax (float f))
function postfxbloom_ratiomin (float f))
function postfxbloom_togglegpu ()))
function postfxblur (float f))
function postfxbw (float f, optional bool bDoNotTurnOffFadeFromBlackEffect))
function postfxoff (int i))
function postfxon (int i))
event PostNetBeginPlay ()))
function PrecacheAnnouncements ()))
event PreClientTravel ()))
function PrevWeapon ()))
function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
PlayerDriving
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerDriving
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerTurreting
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerWalking
function Prone ()))
function RandomTaunt ()))
event RenderOverlays (Canvas Canvas ))
function Reset ()))
function ResetBlur ()))
function ResetFreeAimValues ()))
function ResetSwayValues ()))
function ROIronSights ()))
function ROIronSights ()))
DeadSpectating
function ROIronSights ()))
PlayerWaiting
function ROIronSights ()))
Spectating
function SaveRallyPoint ()))
function SendNorthDirection (int North))
function SendVehicleVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype))
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype, optional Pawn soundSender, optional vector senderLocation))
function ServerArtyStrike ()))
functionint ServerAutoSelectAndChangeTeam ()))
function ServerCancelBehindview ()))
function ServerChangeLoadout (string LoadoutName))
function ServerChangePlayerInfo (byte newTeam, byte newRole, byte newWeapon1, byte newWeapon2))
function ServerChangeSpecMode ()))
function ServerChangeSpecMode ()
PlayerWalking
function ServerDropFlag ()))
function ServerInfoQuery ()))
function ServerLeanLeft (bool leanstate))
function ServerLeanRight (bool leanstate))
function ServerListPlayers ()))
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte NewActions, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ))
Dead
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte NewActions, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ))
GameEnded
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte NewActions, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ))
PlayerTurreting
function ServerNextViewPoint ()))
function ServerNextViewPoint ()
PlayerWalking
function ServerRemoveWeapon ()))
function ServerRequestDeadSpectating ()
function ServerRequestDeadSpectating ()))
Dead
function ServerRequestPOVChange ()))
function ServerRequestPOVChange ()
PlayerWalking
function ServerReStartGame ()))
GameEnded
function ServerReStartPlayer ()))
Dead
function ServerReStartPlayer ()))
GameEnded
function ServerRestartPlayer ()))
PlayerWaiting
function ServerSaveArtilleryPosition ()))
function ServerSaveRallyPoint ()))
function ServerSaveRallyPointFromHud (vector RallyLocation))
function ServerSaveRallyPointNoTrace (vector RallyLocation))
function ServerSay (string Msg))
function ServerSetAutoTaunt (bool Value))
function ServerSetManualTankShellReloading (bool bUseManualReloading))
function ServerShowPathToBase (int TeamNum))
function ServerSpeak (int ChannelIndex, optional string ChannelPassword))
function ServerSpectate ()))
function ServerTaunt (name AnimName))
function ServerTeamSay (string Msg ))
function ServerThrowMGAmmo (Pawn Gunner))
function ServerUse ()))
function ServerVehicleSay (string Msg ))
function ServerVerifyTeamVOIP (int TeamChannel))
function ServerViewNextPlayer ()))
function ServerViewNextPlayer ()
PlayerWalking
function ServerViewSelf ()))
DeadSpectating
function SetAutoTaunt (bool Value))
function SetManualTankShellReloading (bool bUseManualReloading))
function SetNE ()))
function SetPawnClass (string inClass, string inCharacter))
function SetRecoil (rotator NewRecoilRotation, float NewRecoilSpeed))
function SetSW ()))
function SetVoice (coerce string S))
function ShowDebugMap ()))
function ShowLoginMenu ()))
function ShowMenu ()))
function ShowMidGameMenu (bool bPause))
function ShowNetDebugMap (optional int DebugMode))
function ShowNetDebugOverlay (optional int DebugMode))
function StopViewShaking ()))
function Suicide ()))
PlayerWaiting
function Sway (bool B ))
function SwayHandler (float DeltaTime))
function SwitchToBestWeapon ()))
function SwitchWeapon (byte F))
function Taunt (name Sequence))
function TeamSay (string Msg))
function ThrowMGAmmo ()))
function ThrowWeapon ()))
function ThrowWeapon ()))
Dead
function ThrowWeapon ()))
GameEnded
function Timer ()))
Dead
function Timer ()))
DeadSpectating
function Timer ()))
GameEnded
function Timer ()))
PlayerWaiting
function Timer ()))
Spectating
function ToggleDuck ()))
function TurretServerMove (float TimeStamp, vector ClientLoc, bool NewbDuck, byte ClientRoll, int View, optional int FreeAimRot ))
PlayerTurreting
function Typing (bool bTyping ))
function UnCrouch ()))
function UpdateBlurEffect (float DeltaTime))
function UpdateHintManagement (bool bUseHints))
function UpdateRotation (float DeltaTime, float maxPitch))
function Use ()))
Dead
function VehicleMessage (PlayerReplicationInfo Sender, string Msg ))
function VehicleSay (string Msg))
function xServerSpeech (name Type, int Index, PlayerReplicationInfo SquadLeader))
function xSpeech (name Type, int Index, PlayerReplicationInfo SquadLeader))
Inherited Functions from XGame.xPlayer
AdminMenu, AltFire, BeginState, CameraTrack, ChangeCharacter, check, CheckPriority, ClientReceiveBan, ClientReceiveCombo, ClientReceiveMapName, ClientReceiveRule, DebugMessage, DoCombo, EndState, FillCameraList, FindFixedCam, FindFloatingCam, Fire, GetPhysicsString, GetRoleString, InitializeVoiceChat, IsSpectating, L33TPhrase, LineOfSight, NeedNetNotify, NextWeapon, PawnDied, PickNextBot, PlayBeepSound, PlayerCalcView, PlayerMove, PlayerTick, Possess, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PrevWeapon, ProcessMove, RateWeapon, ServerDoCombo, ServerRequestBanInfo, ServerRequestMapList, ServerRequestPlayerInfo, ServerRequestRules, ServerSetClassicTrans, ServerSpecViewGoal, SetPawnClass, SetPawnFemale, ShowAliases, ShowBindings, SpecViewGoal, StopFiring, Timer, TogglePlayerAttract
Inherited Functions from UnrealGame.UnrealPlayer
AutoJoinVoiceChat, AutoTaunt, AwardAdrenaline, BasePath, CanRestartPlayer, ClientDelayedAnnouncement, ClientDelayedAnnouncementNamed, ClientGameEnded, ClientPlayTakeHit, ClientReceiveBotDebugString, ClientReceiveLoginMenu, ClientSendCombos, ClientSendMultiKills, ClientSendSprees, ClientSendStats, ClientSendVehicle, ClientSendWeapon, DisplayDebug, DontReuseTaunt, DropFlag, Fire, GetCustomRewardAnnouncerClass, GetCustomStatusAnnouncerClass, GetMessageIndex, InitInputSystem, KickWarning, LogMultiKills, NeedNetNotify, NetDebugBot, NewClientPlayTakeHit, NotifyLanded, NotifyTakeHit, PlayAnnouncement, PlayRewardAnnouncement, PlayStartupMessage, PlayStatusAnnouncement, PlayVehicleHorn, PlayWinMessage, Possess, PostBeginPlay, PostNetBeginPlay, PostNetReceive, ProcessMove, RandomTaunt, ServerChatDebug, ServerDropFlag, ServerGetNextVehicleStats, ServerGetNextWeaponStats, ServerPlayVehicleHorn, ServerSendBotDebugString, ServerSetReadyToStart, ServerShowPathToBase, ServerTaunt, ServerUpdateStatArrays, ServerUpdateStats, SetCustomRewardAnnouncerClass, SetCustomStatusAnnouncerClass, ShowAI, ShowLoginMenu, ShowMidGameMenu, SoakBots, SoakPause, Taunt

States Summary
Dead Source code
state Dead
AltFire, BeginState, CalcFirstPersonView, EndState, FindGoodView, Fire, IsDead, IsSpectating, PlayerCalcView, PlayerMove, ServerMove, ServerRequestDeadSpectating, ServerReStartPlayer, ThrowWeapon, Timer, Use
DeadSpectating Source code
state DeadSpectating extends Spectating
AltFire, BeginState, EndState, Fire, HandlePOVChange, IsDead, Jump, PlayerMove, PlayerTick, ROIronSights, ServerViewSelf, Timer
GameEnded Source code
state GameEnded
AltFire, BeginState, FindGoodView, Fire, IsSpectating, PlayerMove, ServerMove, ServerReStartGame, ServerReStartPlayer, ThrowWeapon, Timer
PlayerDriving Source code
state PlayerDriving
BeginState, EndState, Fire, PlayerMove, ProcessDrive, ProcessMove
PlayerTurreting Source code
state PlayerTurreting
BeginState, CallServerMove, DualTurretServerMove, EndState, Fire, PlayerMove, ProcessMove, ServerMove, TurretServerMove
PlayerWaiting Source code
auto state PlayerWaiting
AltFire, BeginState, CanRestartPlayer, EndState, Fire, HandlePOVChange, Jump, PlayerMove, ROIronSights, ServerRestartPlayer, Suicide, Timer
PlayerWalking Source code
state PlayerWalking
BeginState, ClientSetBehindView, EndState, Fire, HandlePOVChange, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, ServerChangeSpecMode, ServerNextViewPoint, ServerRequestPOVChange, ServerViewNextPlayer
Spectating Source code
state Spectating
AltFire, BeginState, EndState, Fire, HandlePOVChange, Jump, PlayerMove, PlayerTick, ROIronSights, Timer


Constants Detail

SwayDampingFactor Source code

const SwayDampingFactor = 0.1732;

SwayElasticFactor Source code

const SwayElasticFactor = 3.0;


Variables Detail

AltBlurLevel Source code

var byte AltBlurLevel;

baseSwayPitchAcc Source code

var float baseSwayPitchAcc;

baseSwayYawAcc Source code

var float baseSwayYawAcc;

bCanRespawn Source code

var bool bCanRespawn;

bDisableMusicInGame Source code

var config bool bDisableMusicInGame;

bDisplayedRoleSelectAtLeastOnce Source code

var bool bDisplayedRoleSelectAtLeastOnce;

bDoFadeFromBlackEffect Source code

var bool bDoFadeFromBlackEffect;

bFirstObjectiveScreenDisplayed Source code

var bool bFirstObjectiveScreenDisplayed;

bFirstRoleAndTeamChange Source code

var bool bFirstRoleAndTeamChange;

bHudCapturesMouseInputs Source code

var bool bHudCapturesMouseInputs;

bHudLocksPlayerRotation Source code

var bool bHudLocksPlayerRotation;

bInterpolatedTankThrottle Source code

var config bool bInterpolatedTankThrottle;

bInterpolatedVehicleThrottle Source code

var config bool bInterpolatedVehicleThrottle;

bManualTankShellReloading Source code

var config bool bManualTankShellReloading;

bPendingMapDisplay Source code

var bool bPendingMapDisplay;

bShowHints Source code

var config bool bShowHints;

bShowMapOnFirstSpawn Source code

var config bool bShowMapOnFirstSpawn;

bSway Source code

var bool bSway;

bUseBlurEffect Source code

var config bool bUseBlurEffect;

bUseNativeRoleNames Source code

var config bool bUseNativeRoleNames;

bWeaponsSelected Source code

var bool bWeaponsSelected;

CurrentBlurAmount Source code

var float CurrentBlurAmount;

CurrentEntryCam Source code

var byte CurrentEntryCam;

CurrentFadeAmount Source code

var float CurrentFadeAmount;

CurrentRole Source code

var int CurrentRole;

DesiredGrenade Source code

var int DesiredGrenade;

DesiredPrimary Source code

var int DesiredPrimary;

DesiredRole Source code

var int DesiredRole;

DesiredSecondary Source code

var int DesiredSecondary;

Destroyables Source code

var array<RODestroyableStaticMeshBase> Destroyables;

FAAWeaponRotationFactor Source code

var float FAAWeaponRotationFactor;

FadeFromBlackCurrentOpacity Source code

var float FadeFromBlackCurrentOpacity;

FadeFromBlackFadeSpeed Source code

var float FadeFromBlackFadeSpeed;

FadeFromBlackLastUpdateTime Source code

var float FadeFromBlackLastUpdateTime;

ForcedTeamSelectOnRoleSelectPage Source code

var int ForcedTeamSelectOnRoleSelectPage;

FreeAimMaxPitchLimit Source code

var int FreeAimMaxPitchLimit;

FreeAimMaxYawLimit Source code

var int FreeAimMaxYawLimit;

FreeAimMinPitchLimit Source code

var int FreeAimMinPitchLimit;

FreeAimMinYawLimit Source code

var int FreeAimMinYawLimit;

GrenadeWeapon Source code

var int GrenadeWeapon;

HintManager Source code

var ROHintManager HintManager;

InitialBlurTime Source code

var float InitialBlurTime;

JarrMoveDuration Source code

var float JarrMoveDuration;

JarrMoveMag Source code

var float JarrMoveMag;

JarrMoveRate Source code

var float JarrMoveRate;

JarrRotateDuration Source code

var float JarrRotateDuration;

JarrRotateMag Source code

var float JarrRotateMag;

JarrRotateRate Source code

var float JarrRotateRate;

LastFFKillAmount Source code

var float LastFFKillAmount;

LastFFKiller Source code

var ROPlayerReplicationInfo LastFFKiller;

LastFreeAimSuspendTime Source code

var float LastFreeAimSuspendTime;

LastPlayerListTime Source code

var float LastPlayerListTime;

LastRallyTime Source code

var float LastRallyTime;

LastRecoilTime Source code

var float LastRecoilTime;

LastSpectateChangeTime Source code

var float LastSpectateChangeTime;

LastVoteTime Source code

var float LastVoteTime;

NumVotes Source code

var int NumVotes;

PitchTweenRate Source code

var int PitchTweenRate;

PlayerMouse Source code

var vector PlayerMouse;

PrimaryWeapon Source code

var int PrimaryWeapon;

RecoilRotator Source code

var rotator RecoilRotator;

RecoilSpeed Source code

var float RecoilSpeed;

SavedArtilleryCoords Source code

var vector SavedArtilleryCoords;

SecondaryWeapon Source code

var int SecondaryWeapon;

ShellShockBlur Source code

var MotionBlur ShellShockBlur;

SpecMode Source code

var ESpectatorMode SpecMode;

SpectatingModeName[4] Source code

var localized string SpectatingModeName[4];

SwayClearTime Source code

var float SwayClearTime;

SwayPitch Source code

var float SwayPitch;

SwayTime Source code

var float SwayTime;

SwayYaw Source code

var float SwayYaw;

VotedBy Source code

var array<PlayerReplicationInfo> VotedBy;

WeaponSwayPitchRate Source code

var float WeaponSwayPitchRate;

WeaponSwayYawRate Source code

var float WeaponSwayYawRate;

YawTweenRate Source code

var int YawTweenRate;

Menu

ROMidGameMenuClass Source code

var(Menu) string ROMidGameMenuClass;

ROPlayer

GlobalDetailLevel Source code

var(ROPlayer) config int GlobalDetailLevel;

MaxAltBlurLevel Source code

var(ROPlayer) byte MaxAltBlurLevel;

SwayCurve Source code

var(ROPlayer) InterpCurve SwayCurve;

ThrottleChangeRate Source code

var(ROPlayer) float ThrottleChangeRate;


Enumerations Detail

ESpectatorMode Source code

enum ESpectatorMode
{
SPEC_Self, SPEC_Roaming, SPEC_Players, SPEC_ViewPoints,
};


Functions Detail

AcknowledgePossession Source code

function AcknowledgePossession ( Pawn P) )

AddBlur Source code

simulated function AddBlur ( float NewBlurTime, float NewBlurScale) )

AddHudDeathMessage Source code

function AddHudDeathMessage ( PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> DamageType) )

AddWeapon Source code

exec function AddWeapon ( string NewWeaponStr ) )

AllowVoiceMessage Source code

function bool AllowVoiceMessage ( name MessageType) )

AllowWeaponSwitch Source code

simulated function bool AllowWeaponSwitch ( ) )

AltFire Dead Source code

exec function AltFire ( optional float F ) )

AltFire DeadSpectating 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 ) )

AltFire Spectating Source code

exec function AltFire ( optional float F ) )

AskForPawn Source code

function AskForPawn ( ) )

AttemptToAddHelpRequest Source code

function AttemptToAddHelpRequest ( PlayerReplicationInfo PRI, int objID, int requestType, optional vector requestLocation) )

AutoTaunt Source code

function bool AutoTaunt ( ) )

AwardAdrenaline Source code

function AwardAdrenaline ( float amount) )

BecomeActivePlayer Source code

function BecomeActivePlayer ( ) )

BeginState Dead Source code

function BeginState ( ) )

BeginState DeadSpectating Source code

function BeginState ( ) )

BeginState GameEnded Source code

function BeginState ( ) )

BeginState PlayerDriving Source code

function BeginState ( ) )

BeginState PlayerTurreting Source code

function BeginState ( ) )

BeginState PlayerWaiting Source code

simulated function BeginState ( ) )

BeginState PlayerWalking Source code

function BeginState ( ) )

BeginState Spectating Source code

function BeginState ( ) )

Bloom Source code

exec function Bloom ( ) )

BWEffect Source code

exec function BWEffect ( float NewAmount) )

CalcBehindView Source code

function CalcBehindView ( out vector CameraLocation, out rotator CameraRotation, float Dist) )

CalcFirstPersonView Source code

function CalcFirstPersonView ( out vector CameraLocation, out rotator CameraRotation ) )

CalcFirstPersonView Dead Source code

function CalcFirstPersonView ( out vector CameraLocation, out rotator CameraRotation ) )

CallServerMove PlayerTurreting Source code

function CallServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPendingJumpStatus, bool NewbJumpStatus, bool NewbSprint, bool NewbCrawl, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ) )

CanRequestSpectateChange Source code

simulated function bool CanRequestSpectateChange ( ) )

CanRestartPlayer Source code

function bool CanRestartPlayer ( ) )

CanRestartPlayer PlayerWaiting Source code

function bool CanRestartPlayer ( ) )

ChangeCharacter Source code

function ChangeCharacter ( string newCharacter, optional string inClass) )

ChangeLoadout Source code

exec function ChangeLoadout ( string LoadoutName) )

ChangeRole Source code

exec function ChangeRole ( int i) )

ChangeWeapons Source code

exec function ChangeWeapons ( int Primary, int Secondary, int Grenade) )

CheckForHint Source code

simulated function CheckForHint ( int hintType) )

ClientChangePlayerInfoResult Source code

function ClientChangePlayerInfoResult ( byte result) )

ClientForcedTeamChange Source code

simulated function ClientForcedTeamChange ( int NewTeamIndex, int NewRoleIndex) )

ClientLocationalVoiceMessage Source code

function ClientLocationalVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Pawn senderPawn, optional vector senderLocation) )

ClientReceiveLoginMenu Source code

simulated function ClientReceiveLoginMenu ( string MenuClass, bool bForce) )

ClientReset Source code

event ClientReset ( ) )

ClientSetBehindView PlayerWalking Source code

function ClientSetBehindView ( bool B) )

ClientSetMusic Source code

function ClientSetMusic ( string NewSong, EMusicTransition NewTransition) )

Crouch Source code

exec function Crouch ( ) )

CycleLoadout Source code

exec function CycleLoadout ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DontReuseTaunt Source code

function bool DontReuseTaunt ( int T) )

DriverCollisionDebug Source code

simulated exec function DriverCollisionDebug ( ) )

DropFlag Source code

exec function DropFlag ( ) )

DualTurretServerMove PlayerTurreting Source code

function DualTurretServerMove ( float TimeStamp0, bool NewbDuck0, byte ClientRoll0, int View0, float TimeStamp, vector ClientLoc, bool NewbDuck, byte ClientRoll, int View, optional int FreeAimRot ) )

DumpHints Source code

exec function DumpHints ( ) )

EndState Dead Source code

function EndState ( ) )

EndState DeadSpectating Source code

function EndState ( ) )

EndState PlayerDriving Source code

function EndState ( ) )

EndState PlayerTurreting Source code

function EndState ( ) )

EndState PlayerWaiting Source code

function EndState ( ) )

EndState PlayerWalking Source code

function EndState ( ) )

EndState Spectating Source code

function EndState ( ) )

Fade Source code

exec function Fade ( float time) )

FindGoodView Dead Source code

function FindGoodView ( ) )

FindGoodView GameEnded Source code

function FindGoodView ( ) )

Fire Dead Source code

exec function Fire ( optional float F ) )

Fire DeadSpectating Source code

exec function Fire ( optional float F ) )

Fire GameEnded Source code

exec function Fire ( optional float F ) )

Fire PlayerDriving Source code

exec function Fire ( optional float F ) )

Fire PlayerTurreting Source code

exec function Fire ( optional float F ) )

Fire PlayerWaiting Source code

exec function Fire ( optional float F ) )

Fire PlayerWalking Source code

exec function Fire ( optional float F ) )

Fire Spectating Source code

exec function Fire ( optional float F ) )

FOV Source code

exec function FOV ( float F) )

FreeAimHandler Source code

simulated function rotator FreeAimHandler ( rotator NewRotation, float DeltaTime) )

GetBotVehicleOccupants Source code

function array<ROBot> GetBotVehicleOccupants ( Controller Sender) )

GetGrenadeAmmo Source code

function int GetGrenadeAmmo ( ) )

GetGrenadeWeapon Source code

function string GetGrenadeWeapon ( ) )

GetMaxViewDistance Source code

simulated function float GetMaxViewDistance ( ) )

GetMouseModifier Source code

function float GetMouseModifier ( ) )

GetNextValidSpecMode Source code

function ESpectatorMode GetNextValidSpecMode ( ) )

GetNorthDirection Source code

function GetNorthDirection ( ) )

getObjectiveLocation Source code

function vector getObjectiveLocation ( int id) )

GetPrimaryAmmo Source code

function int GetPrimaryAmmo ( ) )

GetPrimaryWeapon Source code

function string GetPrimaryWeapon ( ) )

GetRoleInfo Source code

function RORoleInfo GetRoleInfo ( ) )

GetSecondaryAmmo Source code

function int GetSecondaryAmmo ( ) )

GetSecondaryWeapon Source code

function string GetSecondaryWeapon ( ) )

GetSpecModeDescription Source code

simulated function string GetSpecModeDescription ( ) )

GetVehicleOccupants Source code

function array<PlayerController> GetVehicleOccupants ( Controller Sender) )

GetWeapon Source code

exec function GetWeapon ( class<Weapon> NewWeaponClass) )

HandleMouseClick Source code

simulated function HandleMouseClick ( ) )

HandleMousePlayerMove Source code

simulated function HandleMousePlayerMove ( float DeltaTime) )

HandlePOVChange Source code

function HandlePOVChange ( )

HandlePOVChange DeadSpectating Source code

function HandlePOVChange ( ) )

HandlePOVChange PlayerWaiting Source code

function HandlePOVChange ( ) )

HandlePOVChange PlayerWalking Source code

function HandlePOVChange ( )

HandlePOVChange Spectating Source code

function HandlePOVChange ( ) )

HandleWalking Source code

function HandleWalking ( ) )

HasSelectedRole Source code

function bool HasSelectedRole ( ) )

HasSelectedTeam Source code

function bool HasSelectedTeam ( ) )

HasSelectedWeapons Source code

function bool HasSelectedWeapons ( ) )

HitThis Source code

function HitThis ( ROArtilleryTrigger RAT) )

InfoQuery Source code

exec function InfoQuery ( ) )

InitInputSystem Source code

event InitInputSystem ( ) )

IsDead Dead Source code

function bool IsDead ( ) )

IsDead DeadSpectating Source code

function bool IsDead ( ) )

IsSpectating Dead Source code

function bool IsSpectating ( ) )

IsSpectating GameEnded Source code

function bool IsSpectating ( ) )

Jump Source code

exec function Jump ( optional float F ) )

Jump DeadSpectating Source code

exec function Jump ( optional float F ) )

Jump PlayerWaiting Source code

exec function Jump ( optional float F ) )

Jump Spectating Source code

exec function Jump ( optional float F ) )

L33TPhrase Source code

exec function L33TPhrase ( int phraseNum) )

LeanLeft Source code

exec function LeanLeft ( ) )

LeanLeftReleased Source code

exec function LeanLeftReleased ( ) )

LeanRight Source code

exec function LeanRight ( ) )

LeanRightReleased Source code

exec function LeanRightReleased ( ) )

ListPlayers Source code

exec function ListPlayers ( ) )

LogMultiKills Source code

function LogMultiKills ( float Reward, bool bEnemyKill) )

MouseInterfaceSetMousePos Source code

simulated function MouseInterfaceSetMousePos ( vector newPos) )

MouseInterfaceSetRotationLock Source code

simulated function MouseInterfaceSetRotationLock ( bool bLocked) )

NextWeapon Source code

exec function NextWeapon ( ) )

NotifyHintRenderingDone Source code

simulated function NotifyHintRenderingDone ( ) )

NotifyOfMapInfoChange Source code

simulated function NotifyOfMapInfoChange ( ) )

NotifyPhysicsVolumeChange PlayerWalking Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifySpeakingInTeamChannel Source code

simulated function NotifySpeakingInTeamChannel ( ) )

NotifyTakeHit Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

PawnDied Source code

function PawnDied ( Pawn P) )

PlayerCalcView Dead Source code

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

PlayerCollisionDebug Source code

simulated exec function PlayerCollisionDebug ( ) )

PlayerJarred Source code

simulated function PlayerJarred ( vector HitDirection, float JarrScale) )

PlayerMenu Source code

exec function PlayerMenu ( optional int Tab) )

PlayerMove Dead Source code

function PlayerMove ( float DeltaTime) )

PlayerMove DeadSpectating Source code

function PlayerMove ( float DeltaTime) )

PlayerMove GameEnded Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerDriving Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerTurreting Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerWaiting Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove Spectating Source code

function PlayerMove ( float DeltaTime) )

PlayersToSpectate Source code

function bool PlayersToSpectate ( ) )

PlayerTick DeadSpectating Source code

event PlayerTick ( float DeltaTime ) )

PlayerTick Spectating Source code

event PlayerTick ( float DeltaTime ) )

PlayerWhizzed Source code

simulated function PlayerWhizzed ( float DistSquared) )

PlayStartupMessage Source code

function PlayStartupMessage ( byte StartupStage) )

PlayVehicleHorn Source code

exec function PlayVehicleHorn ( int HornIndex )

Possess Source code

function Possess ( Pawn aPawn) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

postfxbloom_blurmult Source code

exec function postfxbloom_blurmult ( float f) )

postfxbloom_bpcontrast Source code

exec function postfxbloom_bpcontrast ( float f) )

postfxbloom_gpucalcs Source code

exec function postfxbloom_gpucalcs ( ) )

postfxbloom_ratio Source code

exec function postfxbloom_ratio ( float f) )

postfxbloom_ratiomax Source code

exec function postfxbloom_ratiomax ( float f) )

postfxbloom_ratiomin Source code

exec function postfxbloom_ratiomin ( float f) )

postfxbloom_togglegpu Source code

exec function postfxbloom_togglegpu ( ) )

postfxblur Source code

simulated function postfxblur ( float f) )

postfxbw Source code

simulated function postfxbw ( float f, optional bool bDoNotTurnOffFadeFromBlackEffect) )

postfxoff Source code

simulated function postfxoff ( int i) )

postfxon Source code

simulated function postfxon ( int i) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

PrecacheAnnouncements Source code

simulated function PrecacheAnnouncements ( ) )

PreClientTravel Source code

event PreClientTravel ( ) )

PrevWeapon Source code

exec function PrevWeapon ( ) )

ProcessDrive PlayerDriving Source code

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

ProcessMove PlayerDriving Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerTurreting Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerWalking Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

Prone Source code

exec function Prone ( ) )

RandomTaunt Source code

exec function RandomTaunt ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

Reset Source code

function Reset ( ) )

ResetBlur Source code

simulated function ResetBlur ( ) )

ResetFreeAimValues Source code

simulated function ResetFreeAimValues ( ) )

ResetSwayValues Source code

simulated function ResetSwayValues ( ) )

ROIronSights Source code

simulated exec function ROIronSights ( ) )

ROIronSights DeadSpectating Source code

simulated exec function ROIronSights ( ) )

ROIronSights PlayerWaiting Source code

simulated exec function ROIronSights ( ) )

ROIronSights Spectating Source code

simulated exec function ROIronSights ( ) )

SaveRallyPoint Source code

simulated function SaveRallyPoint ( ) )

SendNorthDirection Source code

simulated function SendNorthDirection ( int North) )

SendVehicleVoiceMessage Source code

function SendVehicleVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) )

SendVoiceMessage Source code

function SendVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype, optional Pawn soundSender, optional vector senderLocation) )

ServerArtyStrike Source code

function ServerArtyStrike ( ) )

ServerAutoSelectAndChangeTeam Source code

function int ServerAutoSelectAndChangeTeam ( ) )

ServerCancelBehindview Source code

function ServerCancelBehindview ( ) )

ServerChangeLoadout Source code

function ServerChangeLoadout ( string LoadoutName) )

ServerChangePlayerInfo Source code

function ServerChangePlayerInfo ( byte newTeam, byte newRole, byte newWeapon1, byte newWeapon2) )

ServerChangeSpecMode Source code

function ServerChangeSpecMode ( ) )

ServerChangeSpecMode PlayerWalking Source code

function ServerChangeSpecMode ( )

ServerDropFlag Source code

function ServerDropFlag ( ) )

ServerInfoQuery Source code

function ServerInfoQuery ( ) )

ServerLeanLeft Source code

function ServerLeanLeft ( bool leanstate) )

ServerLeanRight Source code

function ServerLeanRight ( bool leanstate) )

ServerListPlayers Source code

function ServerListPlayers ( ) )

ServerMove Dead Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte NewActions, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ) )

ServerMove GameEnded Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte NewActions, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ) )

ServerMove PlayerTurreting Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte NewActions, eDoubleClickDir DoubleClickMove, byte ClientRoll, int View, optional int FreeAimRot, optional byte OldTimeDelta, optional int OldAccel ) )

ServerNextViewPoint Source code

function ServerNextViewPoint ( ) )

ServerNextViewPoint PlayerWalking Source code

function ServerNextViewPoint ( )

ServerRemoveWeapon Source code

function ServerRemoveWeapon ( ) )

ServerRequestDeadSpectating Source code

function ServerRequestDeadSpectating ( )

ServerRequestDeadSpectating Dead Source code

function ServerRequestDeadSpectating ( ) )

ServerRequestPOVChange Source code

function ServerRequestPOVChange ( ) )

ServerRequestPOVChange PlayerWalking Source code

function ServerRequestPOVChange ( )

ServerReStartGame GameEnded Source code

function ServerReStartGame ( ) )

ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( ) )

ServerReStartPlayer GameEnded Source code

function ServerReStartPlayer ( ) )

ServerRestartPlayer PlayerWaiting Source code

function ServerRestartPlayer ( ) )

ServerSaveArtilleryPosition Source code

function ServerSaveArtilleryPosition ( ) )

ServerSaveRallyPoint Source code

function ServerSaveRallyPoint ( ) )

ServerSaveRallyPointFromHud Source code

function ServerSaveRallyPointFromHud ( vector RallyLocation) )

ServerSaveRallyPointNoTrace Source code

function ServerSaveRallyPointNoTrace ( vector RallyLocation) )

ServerSay Source code

function ServerSay ( string Msg) )

ServerSetAutoTaunt Source code

function ServerSetAutoTaunt ( bool Value) )

ServerSetManualTankShellReloading Source code

function ServerSetManualTankShellReloading ( bool bUseManualReloading) )

ServerShowPathToBase Source code

function ServerShowPathToBase ( int TeamNum) )

ServerSpeak Source code

function ServerSpeak ( int ChannelIndex, optional string ChannelPassword) )

ServerSpectate Source code

function ServerSpectate ( ) )

ServerTaunt Source code

function ServerTaunt ( name AnimName) )

ServerTeamSay Source code

function ServerTeamSay ( string Msg ) )

ServerThrowMGAmmo Source code

function ServerThrowMGAmmo ( Pawn Gunner) )

ServerUse Source code

function ServerUse ( ) )

ServerVehicleSay Source code

function ServerVehicleSay ( string Msg ) )

ServerVerifyTeamVOIP Source code

function ServerVerifyTeamVOIP ( int TeamChannel) )

ServerViewNextPlayer Source code

function ServerViewNextPlayer ( ) )

ServerViewNextPlayer PlayerWalking Source code

function ServerViewNextPlayer ( )

ServerViewSelf DeadSpectating Source code

function ServerViewSelf ( ) )

SetAutoTaunt Source code

exec function SetAutoTaunt ( bool Value) )

SetManualTankShellReloading Source code

simulated function SetManualTankShellReloading ( bool bUseManualReloading) )

SetNE Source code

exec function SetNE ( ) )

SetPawnClass Source code

function SetPawnClass ( string inClass, string inCharacter) )

SetRecoil Source code

simulated function SetRecoil ( rotator NewRecoilRotation, float NewRecoilSpeed) )

SetSW Source code

exec function SetSW ( ) )

SetVoice Source code

exec function SetVoice ( coerce string S) )

ShowDebugMap Source code

exec function ShowDebugMap ( ) )

ShowLoginMenu Source code

simulated function ShowLoginMenu ( ) )

ShowMenu Source code

exec function ShowMenu ( ) )

ShowMidGameMenu Source code

function ShowMidGameMenu ( bool bPause) )

ShowNetDebugMap Source code

exec function ShowNetDebugMap ( optional int DebugMode) )

ShowNetDebugOverlay Source code

exec function ShowNetDebugOverlay ( optional int DebugMode) )

StopViewShaking Source code

simulated function StopViewShaking ( ) )

Suicide PlayerWaiting Source code

exec function Suicide ( ) )

Sway Source code

exec function Sway ( bool B ) )

SwayHandler Source code

simulated function SwayHandler ( float DeltaTime) )

SwitchToBestWeapon Source code

exec function SwitchToBestWeapon ( ) )

SwitchWeapon Source code

exec function SwitchWeapon ( byte F) )

Taunt Source code

exec function Taunt ( name Sequence) )

TeamSay Source code

exec function TeamSay ( string Msg) )

ThrowMGAmmo Source code

exec function ThrowMGAmmo ( ) )

ThrowWeapon Source code

exec function ThrowWeapon ( ) )

ThrowWeapon Dead Source code

exec function ThrowWeapon ( ) )

ThrowWeapon GameEnded Source code

exec function ThrowWeapon ( ) )

Timer Dead Source code

function Timer ( ) )

Timer DeadSpectating Source code

function Timer ( ) )

Timer GameEnded Source code

function Timer ( ) )

Timer PlayerWaiting Source code

simulated function Timer ( ) )

Timer Spectating Source code

function Timer ( ) )

ToggleDuck Source code

exec function ToggleDuck ( ) )

TurretServerMove PlayerTurreting Source code

function TurretServerMove ( float TimeStamp, vector ClientLoc, bool NewbDuck, byte ClientRoll, int View, optional int FreeAimRot ) )

Typing Source code

function Typing ( bool bTyping ) )

UnCrouch Source code

exec function UnCrouch ( ) )

UpdateBlurEffect Source code

simulated function UpdateBlurEffect ( float DeltaTime) )

UpdateHintManagement Source code

simulated function UpdateHintManagement ( bool bUseHints) )

UpdateRotation Source code

function UpdateRotation ( float DeltaTime, float maxPitch) )

Use Dead Source code

exec function Use ( ) )

VehicleMessage Source code

function VehicleMessage ( PlayerReplicationInfo Sender, string Msg ) )

VehicleSay Source code

exec function VehicleSay ( string Msg) )

xServerSpeech Source code

function xServerSpeech ( name Type, int Index, PlayerReplicationInfo SquadLeader) )

xSpeech Source code

exec function xSpeech ( name Type, int Index, PlayerReplicationInfo SquadLeader) )


Defaultproperties

defaultproperties
{
     DesiredRole=-1
     CurrentRole=-1
     PrimaryWeapon=-1
     SecondaryWeapon=-1
     GrenadeWeapon=-1
     bCanRespawn=True
     bPendingMapDisplay=True
     bFirstRoleAndTeamChange=True
     bShowMapOnFirstSpawn=True
     FadeFromBlackFadeSpeed=0.150000
     SpectatingModeName(0)="Viewing Self"
     SpectatingModeName(1)="Roaming"
     SpectatingModeName(2)="Viewing Players"
     SpectatingModeName(3)="Spectating Viewpoints"
     FreeAimMaxYawLimit=2000
     FreeAimMinYawLimit=63535
     FreeAimMaxPitchLimit=1500
     FreeAimMinPitchLimit=64035
     FAAWeaponRotationFactor=8.000000
     YawTweenRate=8000
     PitchTweenRate=6000
     bSway=True
     baseSwayYawAcc=100.000000
     baseSwayPitchAcc=200.000000
     SwayCurve=(Points=(,(InVal=0.750000,OutVal=0.100000),(InVal=1.500000,OutVal=0.250000),(InVal=3.000000,OutVal=0.500000),(InVal=10.000000,OutVal=1.000000),(InVal=1000000000.000000,OutVal=1.000000)))
     ROMidGameMenuClass="ROInterface.ROGUIRoleSelection"
     GlobalDetailLevel=-1
     ForcedTeamSelectOnRoleSelectPage=-5
     bUseBlurEffect=True
     MaxAltBlurLevel=215
     bShowHints=True
     ThrottleChangeRate=2200.000000
     bInterpolatedTankThrottle=True
     JarrMoveMag=40.000000
     JarrMoveRate=200.000000
     JarrMoveDuration=3.000000
     JarrRotateMag=2000.000000
     JarrRotateRate=10000.000000
     JarrRotateDuration=4.000000
     AutoJoinMask=7
     VehicleCheckRadius=350.000000
     DesiredFOV=85.000000
     DefaultFOV=85.000000
     InputClass=Class'ROEngine.ROPlayerInput'
     PlayerReplicationInfoClass=Class'ROEngine.ROPlayerReplicationInfo'
     PawnClass=Class'ROEngine.ROPawn'
}

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Creation time: Fri 13-10-2023 03:18:52.076 - Created with UnCodeX