Function Summary |
void |
ActivateHint()
// Translator Hotkey
|
void |
ActivateInventoryItem(class InvItem)
// Activate specific inventory item
|
void |
ActivateItem()
// The player wants to active selected item
|
void |
ActivateTranslator()
// Translator Hotkey
|
void |
AddBots(int N) |
rotator |
AdjustAim(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
/* AdjustAim()
Calls this version for player aiming help.
Aimerror not used in this version.
Only adjusts aiming at pawns
*/ |
bool |
AdjustHitLocation(out vector, vector TraceDir)
/* Adjust hit location - adjusts the hit location in for pawns, and returns
true if it was really a hit, and false if not (for ducking, etc.)
*/ |
void |
Admin(string CommandLine)
// Execute an administrative console command on the server.
|
void |
AdminLogin(string Password)
// Login as the administrator.
|
void |
AdminLogout()
// Logout as the administrator.
|
void |
AllAmmo() |
void |
AltFire(optional float)
// The player wants to alternate-fire.
|
void |
AlwaysMouseLook(Bool B) |
void |
Amphibious() |
eAttitude |
AttitudeTo(Pawn Other) |
void |
BehindView(Bool B) |
void |
CalcBehindView(out vector, out rotator, float Dist)
// Player view.
// Compute the rendering viewpoint for the player.
//
|
void |
CallForHelp() |
void |
CauseEvent(name N) |
void |
ChangeAlwaysMouseLook(Bool B) |
void |
ChangeAutoAim(float F) |
void |
ChangeCrosshair()
// Crosshair
|
void |
ChangeDodgeClickTime(float F) |
void |
ChangeHud()
// HUD
|
void |
ChangeName(string S) |
void |
ChangeSetHand(string S) |
void |
ChangeSnapView(bool B) |
void |
ChangeStairLook(bool B) |
void |
ChangeTeam(int N) |
void |
ChangedWeapon()
// Just changed to pendingWeapon
|
void |
CheckBob(float DeltaTime, float Speed2D, vector Y) |
void |
ClearProgressMessages()
//*************************************************************************************
// Special purpose/cheat execs
|
void |
ClientAdjustGlow(float scale, vector fog) |
void |
ClientAdjustPosition(float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase)
// ClientAdjustPosition - pass newloc and newvel in components so they don't get rounded
|
void |
ClientChangeTeam(int N) |
void |
ClientFlash(float scale, vector fog) |
void |
ClientInstantFlash(float scale, vector fog) |
simulated |
ClientPlaySound(sound ASound, optional bool, optional bool)
//Play a sound client side (so only client will hear it
|
simulated |
ClientReliablePlaySound(sound ASound, optional bool, optional bool) |
void |
ClientReplicateSkins(Texture Skin1, optional texture, optional texture, optional texture) |
void |
ClientSetMusic(music NewSong, byte NewSection, byte NewCdTrack, EMusicTransition NewTransition) |
void |
ClientShake(vector shake) |
void |
ClientUpdatePosition() |
void |
ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) |
void |
ClientWeaponEvent(name EventType) |
int |
CompressAccel(int C) |
string |
ConsoleCommand(string Command)
// Execute a console command in the context of this player, then forward to Actor.ConsoleCommand.
|
void |
CopyToClipboard(string Text) |
void |
Died(Pawn Killer, name damageType, vector HitLocation) |
void |
DoJump(optional float)
//Player Jumped
|
void |
EndZoom() |
void |
FOV(float F) |
void |
Falling() |
void |
FeignDeath() |
void |
Fire(optional float)
// The player wants to fire.
|
void |
Fly() |
void |
FunctionKey(byte Num)
// Handle function keypress for F1-F10.
|
string |
GetDefaultURL(string Option) |
LevelInfo |
GetEntryLevel() |
SavedMove |
GetFreeMove() |
string |
GetPlayerNetworkAddress() |
void |
Ghost() |
bool |
Gibbed(name damageType) |
void |
God() |
void |
Grab() |
void |
HandleWalking() |
void |
InitPlayerReplicationInfo() |
void |
InvertMouse(bool B) |
void |
Invisible(bool B) |
void |
Jump(optional float) |
void |
JumpOffPawn() |
void |
Kick(string S) |
void |
KickBan(string S) |
string |
KillMessage(name damageType, Pawn Other) |
void |
KillPawns() |
void |
KilledBy(Pawn EventInstigator)
//=============================================================================
// Player Control
|
void |
Landed(vector HitNormal) |
void |
LocalTravel(string URL) |
void |
MoveAutonomous(float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDodgeDir DodgeMove, vector newAccel, rotator DeltaRot) |
void |
Mutate(string MutateString) |
void |
Name(string S) |
void |
NeverSwitchOnPickup(bool B) |
void |
NextWeapon()
/* NextWeapon()
- switch to next inventory group weapon
*/ |
string |
PasteFromClipboard() |
void |
Pause()
// Try to pause the game.
|
void |
Ping() |
simulated |
PlayBeepSound() |
void |
PlayChatting() |
void |
PlayDodge(eDodgeDir DodgeMove)
//=============================================================================
// Animation playing - should be implemented in subclass,
//
|
void |
PlayFeignDeath() |
void |
PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum) |
void |
PlayRising() |
void |
PlaySwimming() |
void |
PlayTurning() |
void |
PlayerList() |
void |
PlayersOnly() |
void |
PrevItem()
// The player wants to select previous item
|
void |
PrevWeapon()
/* PrevWeapon()
- switch to previous inventory group weapon
*/ |
void |
ProcessMove(float DeltaTime, vector newAccel, eDodgeDir DodgeMove, rotator DeltaRot) |
void |
Profile() |
void |
QuickLoad() |
void |
QuickSave() |
void |
RememberSpot() |
void |
ReplaceText(out string, string Replace, string With) |
void |
ReplicateMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
//
// Replicate this client's desired movement to the server.
//
|
void |
ResetKeyboard()
//
// native client-side functions.
//
|
void |
RestartLevel() |
void |
SShot() |
void |
Say(string Msg)
// Send a message to all players.
|
void |
ServerAddBots(int N) |
void |
ServerChangeSkin(string SkinName, string FaceName, byte TeamNum) |
void |
ServerFeignDeath() |
void |
ServerMove(float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool bFired, bool bAltFired, bool bForceFire, bool bForceAltFire, eDodgeDir DodgeMove, byte ClientRoll, int View, optional byte, optional int)
//
// Send movement to the server.
// Passes acceleration in components so it doesn't get rounded.
//
|
void |
ServerNeverSwitchOnPickup(bool B) |
void |
ServerReStartGame() |
void |
ServerReStartPlayer() |
void |
ServerSetHandedness(float hand) |
void |
ServerSetSloMo(float T) |
void |
ServerSetWeaponPriority(byte i, name WeaponName) |
void |
ServerTaunt(name Sequence) |
void |
ServerUpdateWeapons() |
void |
SetAutoAim(float F) |
void |
SetBob(float F) |
void |
SetDesiredFOV(float F) |
void |
SetDodgeClickTime(float F) |
void |
SetFOVAngle(float newFOV) |
void |
SetFriction(float F) |
void |
SetHand(string S) |
void |
SetJumpZ(float F) |
void |
SetMaxMouseSmoothing(bool B) |
void |
SetMouseSmoothThreshold(float F) |
void |
SetName(string S) |
bool |
SetPause(BOOL bPause)
// Try to set the pause state; returns success indicator.
|
void |
SetProgressColor(color C, int Index) |
void |
SetProgressMessage(string S, int Index) |
void |
SetProgressTime(float T) |
void |
SetSensitivity(float F) |
void |
SetSpeed(float F) |
void |
SetViewFlash(bool B) |
void |
SetWeaponStay(bool B) |
void |
ShakeView(float shaketime, float RollMag, float vertmag) |
void |
ShowInventory() |
void |
ShowLoadMenu() |
void |
ShowMenu() |
void |
ShowPath()
//==============
// Navigation Aids
|
void |
ShowScores() |
void |
ShowSpecialMenu(string ClassName)
//*************************************************************************************
// Normal gameplay execs
// Type the name of the exec function at the console to execute it
|
void |
SloMo(float T) |
void |
SnapView(bool B) |
Carcass |
SpawnCarcass() |
void |
SpawnGibbedCarcass() |
void |
Speech(int Type, int Index, int Callsign)
// Send a voice message of a certain type to a certain player.
|
void |
StairLook(bool B) |
void |
StartWalk() |
void |
StartZoom() |
void |
StopZoom() |
void |
Suicide() |
void |
Summon(string ClassName) |
void |
SwimAnimUpdate(bool bNotForward) |
void |
SwitchCoopLevel(string URL) |
void |
SwitchLevel(string URL) |
void |
SwitchWeapon(byte F)
// The player wants to switch to weapon group numer I.
|
void |
Taunt(name Sequence) |
void |
TeamSay(string Msg) |
void |
ThrowWeapon() |
void |
ToggleZoom() |
void |
Typing(bool bTyping) |
void |
UpdateBob(float F) |
void |
UpdateRotation(float DeltaTime, float maxPitch) |
void |
UpdateSensitivity(float F) |
void |
UpdateURL(string NewOption, string NewValue, bool bSaveDefault) |
void |
UpdateWeaponPriorities() |
void |
ViewFlash(float DeltaTime) |
void |
ViewPlayer(string S) |
void |
ViewPlayerNum(optional int) |
void |
ViewSelf() |
void |
ViewShake(float DeltaTime) |
void |
Walk() |
void |
damageAttitudeTo(Pawn Other) |