Function Summary |
void |
AddBotNamed(string BotName) |
void |
Advance()
// Skip any map.
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void |
AdvanceAll()
// Skip all maps.
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void |
ChangeSetHand(string S) |
void |
CheckBob(float DeltaTime, float Speed2D, vector Y) |
simulated |
ClientPlaySound(sound ASound, optional bool, optional bool)
//Play a sound client side (so only client will hear it
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void |
ClientPlayTakeHit(vector HitLoc, byte Damage, bool bServerGuessWeapon) |
void |
ClientPutDown(Weapon Current, Weapon Next) |
void |
ClientReplicateSkins(Texture Skin1, optional texture, optional texture, optional texture) |
void |
ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) |
void |
DoJump(optional float)
//Player Jumped
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void |
EndSpree(PlayerReplicationInfo Killer, PlayerReplicationInfo Other) |
simulated |
FootStepping() |
void |
Gasp() |
void |
GetMultiSkin(Actor SkinActor, out string, out string)
/* Skin Stuff */ |
void |
IAmTheOne() |
void |
Killed(Pawn Killer, Pawn Other, name damageType) |
void |
ListBots() |
void |
LoadLeftHand() |
void |
Loaded() |
void |
NeedActivate() |
simulated |
PlayBeepSound() |
void |
PlayChatting() |
void |
PlayCrawling() |
void |
PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayDodge(eDodgeDir DodgeMove) |
void |
PlayDuck() |
void |
PlayDyingSound() |
void |
PlayFeignDeath() |
void |
PlayFiring() |
simulated |
PlayFootStep() |
void |
PlayGutHit(float tweentime) |
void |
PlayHeadHit(float tweentime) |
void |
PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayInAir() |
void |
PlayLanded(float impactVel) |
void |
PlayLeftHit(float tweentime) |
void |
PlayRecoil(float Rate) |
void |
PlayRightHit(float tweentime) |
void |
PlayRising() |
void |
PlayRunning() |
void |
PlaySwimming() |
void |
PlayTakeHitSound(int damage, name damageType, int Mult)
//-----------------------------------------------------------------------------
// Sound functions
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void |
PlayTurning()
//-----------------------------------------------------------------------------
// Animation functions
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void |
PlayWaiting() |
void |
PlayWalking() |
void |
PlayWeaponSwitch(Weapon NewWeapon) |
void |
PlayWinMessage(bool bWinner) |
simulated |
PostBeginPlay() |
void |
PreCacheReferences() |
void |
PreSetMovement() |
void |
RealWeapon(Weapon Real, int N) |
void |
ReplicateMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) |
void |
SendAltFire(Weapon W) |
void |
SendClientAltFire(Weapon W, int N) |
void |
SendClientFire(Weapon W, int N) |
void |
SendFire(Weapon W) |
void |
SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) |
void |
SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) |
void |
ServerSetInstantRocket(bool B) |
void |
ServerSetTaunt(bool B) |
void |
SetAirControl(float F) |
void |
SetAutoTaunt(bool B) |
void |
SetInstantRocket(bool B) |
void |
SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum) |
void |
Summon(string ClassName) |
void |
TimeMessage(int Num) |
void |
TweenToRunning(float tweentime) |
void |
TweenToSwimming(float tweentime) |
void |
TweenToWaiting(float tweentime) |
void |
TweenToWalking(float tweentime) |
void |
UpdateRealWeapon(Weapon W) |
void |
Verbose() |