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# Gameplay.PlayerCharacterController

Extends
  PlayerController
Modifiers
  native dependsOn ( Rook ) dependsOn ( InventoryStationAccess ) dependsOn ( Character ) dependsOn ( ClientSideCharacter )

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Controller
          |
          +-- Engine.PlayerController
             |
             +-- Gameplay.PlayerCharacterController

#### Direct Known Subclasses:

> DemoController, TribesTVSpectator

Constants Summary

Inherited Contants from Engine.Controller
LATENT_MOVETOWARD

Variables Summary
string | adminKey
float | alertnessDecayTime
AlertnessModeType | alertnessMode
int | animationDebugCounter
class<Armor> | armorClassBeforeInventoryAccess
bool | bCountDown
bool | bDebugSpeedhack
byte | bDropWeapon
bool | bForcedRespawn
bool | bHideFirstPersonWeapon
bool | bJustRespawned
byte | bLoadoutSelection
byte | bObjectives
bool | bOldBehindView
byte | bQuickChat
bool | bTeamMarkerColors
bool | bUseEnabled
bool | bWaitingForRoundEnd
bool | bWasUsingDeployable
byte | bZoom
PlayerCamera | camera
Character | Character
int | ChatCount
bool | ChatSpamGuardEnabled
int | ChatSpamMaxMessages
float | ChatSpamMutedTime
float | ChatSpamMutePeriod
float | ChatSpamThresholdTime
int | ChatWindowSizeIndex
Array<int> | ChatWindowSizes
MojoCore.CinematicOverlay | CinematicOverlay
ClientSideCharacter | clientSideChar
int | combinedMoves
bool | commandHUDVisible
PlayerControllerCamera | controllingCamera
int | correctedMoves
float | countDown
string | currentHUDClass
Loadout | currentLoadout
ResupplyStation | currentResupply
TalkingHeadCamera | currentTalkingHeadCam
InventoryStationAccess | CurrentUseableInventoryAccess
UseableObject | CurrentUseableObject
int | debugLogLevel
SensorListNode | detectedEnemyList
SensorListNode | detectedFriendlyList
int | dualMoves
float | ExactPing
string | gameStatsKey
GroundMovementModeType | groundMovementMode
TribesHUDManager | HUDManager
float | IdentifyRadius
Name | introCameraOldState
Script | introCameraScript
InventoryStationAccess | inventoryStation
InventoryStationInteraction | inventoryStationInterface
bool | inventoryStationWaitingForCharacter
InventoryStationAccess | inventoryStationWaitingForCharacterInput
Vector | InvExtCamOffset
Actor | lastHurt
Actor | lastIdentified
float | lastIdentifiedDuration
Vector | lastIdentifiedHitLocation
float | lastReplicationCallTime
float | LastValidChatTime
class<Weapon> | lastWeaponClass
int | livesLeft
string | lowPriorityPromptText
float | lowPriorityPromptTimeout
int | MaxMessageTextLength
float | maxSpectatorZoom
float | minSpectatorZoom
int | movementDebugCounter
Array<String> | MutedPlayerList
string | myStatsKey
float | m_identifyFrequency
float | m_identifyRange
float | m_identifyTime
ObjectivesList | objectives
float | objectivesUpdateRate
ClientAdjustment | PendingAdjustment
Array<PointOfInterest> | PointsOfInterest
class<Actor> | PromptingDataClass
bool | PromptingObjectCanBeUsed
class<UseableObject> | PromptingObjectClass
Vector | PromptingObjectLocation
byte | PromptingObjectPromptIndex
UseableObject | PromptingUseableObject
int | radarZoomIndex
float | radarZoomScale
Array<float> | radarZoomScales
Array<Actor> | RenderedRooks
float | replayFromAccumulator
Vector | replayFromEndLocation
float | replayFromEnergy
Character.MovementState | replayFromMovement
Vector | replayFromStartLocation
Vector | replayFromVelocity
int | replicateMoveCalls
String | ResolutionString
int | ResolutionX
int | ResolutionY
float | respawnDelay
string | respawnKey
Rook | Rook
RoundInfo | roundInfo
Array<CustomPlayerLoadout.SkinPreferenceMapping> | skinPreferences
BaseInfo | spawnBase
int | SPChatWindowSizeIndex
Array<int> | SPChatWindowSizes
float | SpeedhackComparison
float | SpeedhackLastAppTime
float | SpeedhackLastComparison
Script | talkingHeadScript
float | TimeMarginSlack
Array<SavedMove> | TribesFreeMoves
SavedMove | TribesPendingMove
Array<SavedMove> | TribesSavedMoves
string | vehiclePositionSwitchOneKey
string | vehiclePositionSwitchThreeKey
string | vehiclePositionSwitchTwoKey
Array<float> | zoomedFOVs
Array<float> | zoomedMouseScale
int | zoomLevel
Array<float> | zoomMagnificationLevels
float | zoomSpeed
PlayerCharacterController
string | commandHUDClass
string | countdownHUDClass
Vector | damageFlashColor
float | damageFlashMultiplier
float | damageFlashScale
string | gameEndHUDClass
string | GUIPackage
string | HelpScreenClass
string | inventoryStationMenuClass
float | maxFlashThreshold
float | minFlashThreshold
string | MPAdminClass
string | MPEscapeMenuClass
string | MPGameStatsClass
string | MPStatsClass
string | MPWeaponStatsClass
string | respawnHUDClass
string | spectatorHUDClass
string | SPEscapeMenuClass
string | turretHUDClass
string | vehicleHUDClass
string | waitGameStartHUDClass
string | waitRoundEndHUDClass

Inherited Variables from Engine.PlayerController
aBaseX, aBaseY, aBaseZ, AdminManager, aForward, AimingHelp, aLookUp, aMouseX, aMouseY, AnnouncerLevel, AnnouncerVolume, aStrafe, aTurn, aUp, bAllActorsRelevant, bAlwaysLevel, bAlwaysMouseLook, bAutoTaunt, bBehindView, bBlockCloseCamera, bCameraPositionLocked, bCenterView, bCheatFlying, bClientDemo, bDoubleJump, bDynamicNetSpeed, bEnableDamageForceFeedback, bEnableGUIForceFeedback, bEnablePickupForceFeedback, bEnableWeaponForceFeedback, bFixedCamera, bForceFeedbackSupported, bForcePrecache, bFreeCamera, bFreeLook, bFrozen, bIsTyping, bJumpStatus, bKeyboardLook, BlendedTargetViewRotation, bLook, bLookUpStairs, bManualFogUpdate, bNeverSwitchOnPickup, bNoAutoTaunts, bNoMatureLanguage, bNoVoiceMessages, bNoVoiceTaunts, bPendingDestroy, bPressedJump, bSetTurnRot, bShortConnectTimeOut, bSnapLevel, bSnapToLevel, bStrafe, bTurn180, bTurnToNearest, bUpdatePosition, bUpdating, bValidBehindCamera, bViewBot, bXAxis, bYAxis, bZeroRoll, bZooming, CameraDist, CameraEffects, CheatClass, CheatManager, CinematicShakeOffset, CinematicShakeRotate, ClientCap, ClientUpdateTime, ConstantGlowFog, ConstantGlowScale, CurrentDistanceFogEnd, CurrentTimeStamp, DefaultFOV, DemoViewer, DesiredFOV, DoubleClickDir, DynamicPingThreshold, EnemyTurnSpeed, ExactPing, ExShowFlags, FailedPathStart, FixedLocation, FixedRotation, FlashFog, FlashScale, ForcePrecacheTime, FOVBias, FreeMoves, GameReplicationInfo, GroundPitch, InputClass, LastDistanceFogColor, LastDistanceFogEnd, LastDistanceFogStart, LastPingUpdate, LastPlaySound, LastPlaySpeech, LastUpdateTime, LastZone, LocalMessageClass, LoginDelay, MaxResponseTime, MaxShakeOffset, MaxShakeRoll, MaxTimeMargin, Misc1, Misc2, myHUD, NextLoginTime, NextSpeedChange, NoPauseMessage, OldCameraLoc, OldCameraRot, OldFloor, OldPing, OrthoZoom, OwnCamera, PendingMove, Player, PlayerInput, PlayerSecurity, ProgressColor[4], ProgressMessage[4], ProgressTimeOut, QuickSaveName, QuickSaveString, RealViewTarget, RenderWorldToCamera, RendMap, SavedMoves, ServerTimeStamp, ShakeOffset, ShakeOffsetRate, ShakeOffsetTime, ShakeRollRate, ShakeRollTime, ShowFlags, Song, SpectateSpeed, StatsPassword, StatsUsername, TargetEyeHeight, TargetViewRotation, TargetWeaponViewOffset, TimeMargin, TimeSinceLastFogChange, Transition, TurnRot180, TurnTarget, UseFixedVisibility, ViewingFrom, ViewTarget, VoteReplicationInfo, WaitDelay, WeaponUpdate, ZoomLevel

Inherited Variables from Engine.Controller
bAltFire, bDuck, bFire, bGodMode, bIsPlayer, bJetpack, bJump, bRun, bSki, bUsePlayerHearing, debugTraversalLineChecks, FailedReachLocation, FailedReachTime, FovAngle, GroundPitchTime, Handedness, LastFailedReach, lastFindPathResult, MonitoredPawn, MonitorMaxDistSq, MonitorStartLoc, nextController, Pawn, PawnClass, PlayerNum, PlayerReplicationInfo, PlayerReplicationInfoClass, PreviousPawnClass, RouteCache, RouteComplete, StartSpot, ViewX, ViewY, ViewZ

Enumerations Summary
AlertnessModeType AlertnessMode_Default, AlertnessMode_Combat, AlertnessMode_Alert, AlertnessMode_Neutral,
EDigitalAxisInput DAI_Zero, DAI_Positive, DAI_Negative
GroundMovementModeType GroundMovementMode_Any, GroundMovementMode_Sprint, GroundMovementMode_Run, GroundMovementMode_Walk, GroundMovementMode_Stand,

Inherited Enumerations from Engine.Controller
FindPathResult

Structures Summary
ClientAdjustment TimeStamp, accumulator, energy, newState, movement, StartLoc, EndLoc, NewVel
DynamicTurretRotationProcessingOutput worldSpaceNoRollRotation, vehicleSpaceRotation

Inherited Structures from Engine.Controller
FindPathAIProperties, RouteCacheElement, TraversalLineCheck

Functions Summary
|  | activatePack ()))
|  | activatePack ())) PlayerTeleport
|  | AddCheats ()))
|  | addDetectedEnemy (Rook detectedEnemy))
|  | addDetectedFriendly (Rook detectedFriendly))
| int | addSkinPreferenceRecord (Mesh mesh, string skinPath))
|  | adminvote (string name))
|  | AltFire (optional float F))
|  | AltFire (optional float F )) AwaitingGameStart
|  | AltFire (optional float F )) AwaitingNextRound
|  | AltFire (optional float F)) CameraControlled
|  | AltFire (optional float F)) CharacterMovement
|  | AltFire (optional float F)) Dead
|  | AltFire (optional float F )) GameEnded
|  | AltFire (optional float F )) PlayerEquippingPreRestart
|  | AltFire (optional float F)) PlayerRespawn
|  | AltFire (optional float F)) PlayerTeleport
|  | AltFire (optional float F )) PlayerTurreting
|  | AltFire (optional float F )) PlayerUsingInventoryStation
|  | AltFire (optional float F )) PlayerUsingResupplyStation
|  | AltFire (optional float F )) PlayerVehicleTurreting
|  | AltFire (optional float F )) PlayerWaitingInventoryStation
|  | AltFire (optional float F )) SPIntroduction
|  | AltFire (optional float F )) TribesCountdown
|  | altFire (optional float F)) TribesPlayerDriving
|  | AltFire (optional float F)) TribesSpectating
| EDigitalAxisInput | analogueToDigital (float analogueInput, float maxValue))
|  | animationDebug ()))
|  | AppendFreeMove (SavedMove m))
|  | AppendSavedMove (SavedMove m))
|  | ApplyMessageRestrictions (out String Msg))
|  | BeginState ())) AwaitingGameStart
|  | BeginState ())) AwaitingNextRound
|  | BeginState ())) BaseSpectating
|  | BeginState ())) CharacterMovement
|  | BeginState ())) Dead
|  | BeginState ())) GameEnded
|  | BeginState ())) PlayerRespawn
|  | BeginState ())) PlayerTeleport
|  | BeginState ())) PlayerTurreting
|  | BeginState ())) PlayerUsingInventoryStation
|  | BeginState ())) PlayerVehicleTurreting
|  | BeginState ())) PlayerWaitingInventoryStation
|  | BeginState ())) SPIntroduction
|  | BeginState ())) TribesCountdown
|  | BeginState ())) TribesPlayerDriving
|  | BeginState ())) TribesSpectating
|  | CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation)) PlayerEquippingPreRestart
|  | CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation)) TribesSpectating
| int | calculateHeight (float rookZ))
| Vector | calculateScreenPosition (class objectClass, Vector objectPos))
|  | CallServerMove (Vector ClientLoc, SavedMove NewMove, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
| bool | CanUseQuickInventoryLoadoutMenu ()))
|  | changeTeam (int i, optional bool bAdminOverride))
|  | checkAutoWeaponSwitch ()))
|  | checkForFireButton ()))
| bool | CheckSpeedHack (float DeltaTime)
|  | CleanOutSavedMoves ()))
|  | clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState))
|  | clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState)) PlayerTurreting
|  | ClientDamagedFrom (EDirectionType direction, int DamageAmount))
|  | clientFinishInventoryStationAccess ()))
|  | clientGetSkinPreference (Mesh mesh))
|  | ClientGotoState (name NewState, optional name NewLabel))
|  | clientInventoryStationAccess (InventoryStationAccess inputInventoryStation))
|  | clientInventoryStationWait ()))
|  | clientLoadSkinClasses ()))
|  | ClientRestart (Pawn aPawn, Name currentState))
|  | ClientSetBehindView (bool B, optional bool bInteractive))
|  | clientSetCheats (class<CheatManager> c))
|  | ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType))
|  | clientSetSkinPreference (Mesh mesh, String skinPath))
|  | clientTerminateInventoryStationAccess ()))
|  | clientTribesSetHUD (string newHUDType))
|  | ClientUpdatePosition ()))
|  | ClientUpdatePosition ())) PlayerTurreting
|  | clientWeaponUseEnergy (float quantity))
| bool | CommonClientAdjustPosition (float TimeStamp, Name NewState))
|  | CycleChatWindowSize ()))
|  | CycleRadarZoomScale ()))
|  | cycleZoomLevel (optional bool bReverse))
|  | debugAnimation ()))
|  | debugMovement ()))
|  | debugMovementReplication (int level))
|  | debugSwitchSpawnBase ()))
|  | Destroyed ()))
|  | DestroySensorList (SensorListNode head))
|  | DestroySensorLists ()))
| float | digitalToAnalogue (EDigitalAxisInput digitalInput, float maxValue))
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|  | doIdentify (float delta))
|  | DropWeapon ())) CharacterMovement
|  | dumpVehicleData ()))
| DynamicTurretRotationProcessingOutput | dynamicTurretRotationProcessing (rotator moveRotation, rotator mountRotation, float minimumPitch, float maximumPitch, bool yawConstrained, optional bool yawPositiveDirection, optional float yawStart, optional float yawRange)
|  | effectLog ()))
|  | EndState ())) AwaitingGameStart
|  | EndState ())) AwaitingNextRound
|  | EndState ())) CharacterMovement
|  | EndState ())) GameEnded
|  | EndState ())) PlayerEquippingPreRestart
|  | EndState ())) PlayerRespawn
|  | EndState ())) PlayerTeleport
|  | EndState ())) PlayerTurreting
|  | EndState ())) PlayerUsingInventoryStation
|  | EndState ())) PlayerUsingResupplyStation
|  | EndState ())) PlayerVehicleTurreting
|  | EndState ())) SPIntroduction
|  | EndState ())) TribesCountdown
|  | EndState ())) TribesPlayerDriving
|  | EndState ())) TribesSpectating
|  | enterCombat ()))
|  | equipCarryable ()))
|  | equipCarryable ())) PlayerTeleport
|  | equipCarryable ())) PlayerVehicleTurreting
|  | equipCarryable ())) TribesPlayerDriving
|  | equipCharacter ()))
|  | equipDeployable ()))
|  | equipDeployable ())) PlayerTeleport
|  | equipDeployable ())) PlayerVehicleTurreting
|  | equipDeployable ())) TribesPlayerDriving
|  | Fire (optional float F))
|  | Fire (optional float F )) CameraControlled
|  | Fire (optional float F )) CharacterMovement
|  | Fire (optional float F )) Dead
|  | Fire (optional float F )) GameEnded
|  | Fire (optional float F)) PlayerEquippingPreRestart
|  | Fire (optional float F )) PlayerRespawn
|  | Fire (optional float F )) PlayerTeleport
|  | Fire (optional float F)) PlayerTurreting
|  | Fire (optional float F)) PlayerUsingInventoryStation
|  | Fire (optional float F)) PlayerUsingResupplyStation
|  | fire (optional float F)) PlayerVehicleTurreting
|  | Fire (optional float F)) PlayerWaitingInventoryStation
|  | Fire (optional float F )) SPIntroduction
|  | Fire (optional float F )) TribesCountdown
|  | fire (optional float F)) TribesPlayerDriving
|  | Fire (optional float F )) TribesSpectating
|  | Force (String name))
|  | forceCycleZoomLevel (optional bool bReverse))
|  | GameSaved ()))
| TeamInfo | GetControllerTeam ()))
| Actor | GetIdentify ()))
| class<Weapon> | GetLastWeapon ()))
| TeamInfo | getOtherTeam ()))
| TeamInfo | getOwnTeam ()))
| string | getSkinPreference (Mesh mesh))
| int | getSkinPreferenceRecord (Mesh mesh))
| TeamInfo | getTeamInfo (int index))
| Pawn | GetTravelPawn ())) TribesPlayerDriving
|  | GivePawn (Pawn NewPawn))
| bool | HasCurrentLoadout ()))
|  | hideTalkingHead (Script requestingScript))
| bool | inDebugHud ()))
|  | initHUDObjects ()))
|  | InventoryCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|  | inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
|  | inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) PlayerUsingInventoryStation
| bool | IsChatSpam ()))
| bool | IsFriendly (Actor Other))
| bool | IsFriendlyPRI (PlayerReplicationInfo OtherPRI))
| bool | isInCutscene ()))
|  | isLoopingAnimation ()))
|  | isLoopingArmAnimation ()))
|  | isLoopingUpperBodyAnimation ()))
| bool | IsMuted (String PlayerName))
|  | isPlayingAnimation ()))
|  | isPlayingUpperBodyAnimation ()))
| bool | isRookRelevant (Rook sensedRook))
| bool | isSinglePlayer ()))
|  | Jetpack (optional float F ))
|  | Jetpack (optional float F )) CameraControlled
|  | Jetpack (optional float F )) Dead
|  | Jetpack (optional float F )) GameEnded
|  | Jetpack (optional float F)) PlayerEquippingPreRestart
|  | Jetpack (optional float F )) PlayerRespawn
|  | Jetpack (optional float F )) PlayerTeleport
|  | Jetpack (optional float F)) PlayerUsingInventoryStation
|  | Jetpack (optional float F)) PlayerUsingResupplyStation
|  | Jetpack (optional float F)) PlayerWaitingInventoryStation
|  | Jetpack (optional float F )) SPIntroduction
|  | Jetpack (optional float F )) TribesCountdown
|  | Jetpack (optional float F )) TribesSpectating
|  | kickvote (string name))
|  | LoadInventoryInterface ())) PlayerEquippingPreRestart
|  | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
|  | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ )) TribesCountdown
|  | loopAnimation (string animation))
|  | loopArmAnimation (string animation))
|  | loopUpperBodyAnimation (string animation))
|  | mapvote (string map, string gametype))
|  | Movement (String name))
|  | movementDebug ()))
|  | movementReport ()))
|  | Mute (String PlayerName))
|  | newLoadout (Loadout l))
|  | NextWeapon ()))
|  | NextWeapon ())) PlayerVehicleTurreting
|  | NextWeapon ())) TribesPlayerDriving
|  | NextWeapon ())) TribesSpectating
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) CharacterMovement
|  | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
|  | PawnDied (Pawn P))
|  | playAnimation (string animation))
|  | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|  | playerDisconnected ()))
|  | PlayerMove (float DeltaTime)) CharacterMovement
|  | playerMove (float deltaTime)) PlayerRespawn
|  | PlayerMove (float DeltaTime )) PlayerTurreting
|  | playerMove (float deltaTime)) PlayerUsingInventoryStation
|  | PlayerMove (float deltaTime)) PlayerVehicleTurreting
|  | PlayerMove (float DeltaTime )) PlayerWaitingInventoryStation
|  | PlayerMove (float DeltaTime )) TribesPlayerDriving
|  | PlayerTick (float DeltaTime))
|  | playerTick (float deltaSeconds)) CameraControlled
|  | PlayerTick (float Delta)) CharacterMovement
|  | PlayerTick (float Delta)) PlayerRespawn
|  | PlayerTick (float Delta)) PlayerTeleport
|  | PlayerTick (float Delta)) PlayerTurreting
|  | PlayerTick (float deltaSeconds)) PlayerUsingResupplyStation
|  | playerTick (float deltaTime)) PlayerVehicleTurreting
|  | PlayerTick (float deltaSeconds)) PlayerWaitingInventoryStation
|  | playerTick (float deltaTime)) TribesPlayerDriving
|  | playFireAnimation (optional string weapon))
|  | playFlinchAnimation ()))
|  | PlayPainSound (Character.EClientPainType type))
|  | playUpperBodyAnimation (string animation))
|  | PopFreeMove ()))
|  | PopSavedMove ()))
|  | Possess (Pawn aPawn))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PostNetReceive ()))
|  | PrevWeapon ()))
|  | PrevWeapon ())) PlayerVehicleTurreting
|  | PrevWeapon ())) TribesPlayerDriving
|  | PrevWeapon ())) TribesSpectating
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) CharacterMovement
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerTurreting
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerVehicleTurreting
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) TribesPlayerDriving
|  | processTurretMove (float DeltaTime, float aTurn, float aLookUp))
|  | processTurretMove (float DeltaTime, float turn, float lookup)) PlayerTurreting
|  | ProcessZoom (float Delta, Character c))
|  | QuickChat (String message, String ChatTag, optional bool bLocal, optional String animName))
|  | releaseAltFire (optional float F))
|  | releaseAltFire (optional float F)) AwaitingGameStart
|  | releaseAltFire (optional float F)) AwaitingNextRound
|  | releaseAltFire (optional float F)) CameraControlled
|  | releaseAltFire (optional float F)) Dead
|  | releaseAltFire (optional float F)) GameEnded
|  | releaseAltFire (optional float F)) PlayerEquippingPreRestart
|  | releaseAltFire (optional float F)) PlayerRespawn
|  | releaseAltFire (optional float F)) PlayerTeleport
|  | releaseAltFire (optional float F)) PlayerTurreting
|  | releaseAltFire (optional float F)) PlayerUsingInventoryStation
|  | releaseAltFire (optional float F)) PlayerUsingResupplyStation
|  | releaseAltFire (optional float F)) PlayerVehicleTurreting
|  | releaseAltFire (optional float F)) PlayerWaitingInventoryStation
|  | releaseAltFire (optional float F)) SPIntroduction
|  | releaseAltFire (optional float F)) TribesCountdown
|  | releaseAltFire (optional float F)) TribesPlayerDriving
|  | releaseAltFire (optional float F)) TribesSpectating
|  | releaseFire (optional float F))
|  | releaseFire (optional float F )) CameraControlled
|  | releaseFire (optional float F)) Dead
|  | releaseFire (optional float F )) GameEnded
|  | releaseFire (optional float F)) PlayerEquippingPreRestart
|  | releaseFire (optional float F)) PlayerRespawn
|  | releaseFire (optional float F)) PlayerTeleport
|  | releaseFire (optional float F)) PlayerTurreting
|  | releaseFire (optional float F)) PlayerUsingInventoryStation
|  | releaseFire (optional float F)) PlayerUsingResupplyStation
|  | releaseFire (optional float F)) PlayerVehicleTurreting
|  | releaseFire (optional float F)) PlayerWaitingInventoryStation
|  | releaseFire (optional float F )) SPIntroduction
|  | releaseFire (optional float F )) TribesCountdown
|  | releaseFire (optional float F)) TribesPlayerDriving
|  | releaseFire (optional float F)) TribesSpectating
|  | removeDetectedEnemy (SensorListNode sln))
|  | removeDetectedFriendly (SensorListNode sln))
|  | replicateTurretMove (float DeltaTime, float aTurn, float aLookup))
|  | replicateTurretMove (float DeltaTime, float turn, float lookup)) PlayerTurreting
|  | ResetInputState ()))
|  | ResetSpeedhack ()
|  | Respawn (optional bool bAllowExit ))
|  | Respawn (optional bool bAllowExit )) PlayerRespawn
|  | Respawn (optional bool bAllowExit )) PlayerTeleport
|  | Respawn (optional bool bAllowExit )) TribesCountdown
|  | Respawn (optional bool bAllowExit )) TribesSpectating
|  | saveSkinPreference (Mesh mesh, string skinPath))
|  | Say (String Msg))
|  | ScrollChatWindow (int NumLines))
|  | SelectTeleport ()))
|  | SendClientAdjustment ()))
|  | serverActivatePack ()))
|  | ServerCancelRespawn ()))
|  | serverCommandHUDHidden ()))
|  | serverCommandHUDShown ()))
|  | serverDebugMovementReplication (int level))
|  | serverEquipCarryable ()))
|  | serverEquipDeployable ()))
|  | serverEquipFallbackWeapon ()))
|  | serverFinishEquippingPreRestart (class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10))
|  | serverFinishInventoryStationAccess (InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10))
|  | serverFinishQuickInventoryStationAccess (InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10))
|  | serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout))
|  | serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) PlayerUsingInventoryStation
|  | ServerKillPlayer ()))
|  | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ))
CharacterMovement
|  | serverNextWeapon ()))
|  | ServerPlayerSelectRespawn ()))
|  | serverPrevWeapon ()))
|  | ServerRestartPlayer ()))
|  | ServerReStartPlayer ())) AwaitingGameStart
|  | ServerRestartPlayer ())) PlayerRespawn
|  | ServerRestartPlayer ())) PlayerTeleport
|  | ServerRestartPlayer ())) TribesCountdown
|  | ServerReStartPlayer ())) TribesSpectating
|  | ServerRestartPlayerAtBase (BaseInfo Base, optional bool bKeepPawn))
|  | ServerRestartPlayerInVehicle (int vehicleRespawnIndex, bool bKeepPawn))
|  | ServerRestartPlayerKeepPawn ()))
|  | serverSelectWeapon (Weapon w))
|  | serverSelectWeapon (Weapon w)) PlayerTurreting
|  | serverSelectWeapon (Weapon w)) SPIntroduction
|  | serverSetForcedRespawn (bool bForced))
|  | serverSetRadarZoomScale (float newRadarZoomScale))
|  | serverSetSkin (string skinPath, Mesh mesh))
|  | serverSpectate (optional string playerName))
|  | serverSwitchVehiclePosition (byte position))
|  | serverTerminateInventoryStationAccess ()))
|  | ServerToggleBehindView ()))
|  | serverToggleReady ()))
|  | serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantDelta, optional float importantTurn, optional float importantLookup))
|  | serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantTimestamp, optional float importantTurn, optional float importantLookup)) PlayerTurreting
|  | ServerUse ())) CharacterMovement
|  | ServerUse ())) PlayerTurreting
|  | ServerUse ())) PlayerUsingResupplyStation
|  | ServerUse ())) PlayerVehicleTurreting
|  | ServerUse ())) TribesPlayerDriving
|  | serverVehicleTurretMove (int packedMoveRotation, int packedVehicleSpaceRotation))
|  | ServerViewNextMPObject ()))
|  | ServerViewNextSpectatorStart ()))
|  | setAlertness (string mode))
|  | SetCinematicMode (bool bCinematic))
|  | setDebugHud (bool visible))
|  | SetForcedRespawn (bool bForced))
|  | setGroundMovement (string mode))
|  | setIsFemale (bool b))
|  | SetWeapon (class<Weapon> WeaponClass))
|  | setZoomLevel (int index))
|  | ShiftWeapon (int offset))
|  | showAdmin ()))
|  | showEscapeMenu ()))
|  | showEscapeMenu ())) PlayerRespawn
|  | showGameStats ()))
|  | ShowHelpScreen ()))
|  | showMyStats ()))
|  | ShowSubtitle (String Subtitle, float lifetime))
|  | showTalkingHead (TalkingHeadCamera thc, Script requestingScript))
|  | showWeaponStats ()))
| bool | SkipOpeningCutscene ()))
| bool | SkipOpeningCutscene ())) CameraControlled
| bool | SkipOpeningCutscene ())) SPIntroduction
|  | spectate (optional string playerName))
|  | SpectatePlayer (string playerName))
|  | stateServerSwitchVehiclePosition (byte position))
|  | stateServerSwitchVehiclePosition (byte position)) PlayerVehicleTurreting
|  | stateServerSwitchVehiclePosition (byte position)) TribesPlayerDriving
|  | stopAnimation ()))
|  | stopArmAnimation ()))
|  | stopUpperBodyAnimation ()))
|  | Suicide ())) PlayerUsingInventoryStation
|  | Suicide ())) PlayerVehicleTurreting
|  | Suicide ())) TribesCountdown
|  | Suicide ())) TribesPlayerDriving
|  | switchTeam (optional bool bAdminOverride))
|  | SwitchToFallbackWeapon ()))
|  | switchVehiclePosition (byte position))
|  | switchVehiclePosition (byte position)) PlayerVehicleTurreting
|  | switchVehiclePosition (byte position)) TribesPlayerDriving
|  | SwitchWeapon (byte F))
|  | SwitchWeapon (byte F)) PlayerTeleport
|  | SwitchWeapon (byte F)) PlayerVehicleTurreting
|  | SwitchWeapon (byte F)) TribesPlayerDriving
|  | SwitchWeapon (byte F)) TribesSpectating
|  | teamdamagevote (bool vote))
|  | TeamQuickChat (String message, String ChatTag, optional bool bLocal, optional String animName))
|  | TeamSay (String Msg))
|  | Tick (Float Delta))
|  | Tick (float Delta)) CharacterMovement
|  | Tick (float Delta)) PlayerRespawn
|  | Tick (float Delta)) PlayerUsingInventoryStation
|  | Tick (float delta)) SPIntroduction
|  | Tick (float Delta)) TribesCountdown
|  | Timer ()))
|  | ToggleBehindView ())) PlayerTurreting
|  | ToggleBehindView ())) PlayerVehicleTurreting
|  | ToggleBehindView ())) TribesCountdown
|  | ToggleBehindView ())) TribesPlayerDriving
|  | toggleDebugHUD ()))
|  | toggleEscapePanel (string menuClass))
|  | ToggleQuickChat ()))
|  | tournamentvote (bool vote))
|  | TribesAdjustState (float Timestamp, Name newState))
|  | TribesClientAdjustPositionEx (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
|  | TribesDualServerMove (float TimeStamp0, byte ButtonInput, EDigitalAxisInput forward0, EDigitalAxisInput strafe0, int View0, float TimeStamp, EDigitalAxisInput forward, EDigitalAxisInput strafe, int View, vector ClientLoc, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
| SavedMove | TribesGetFreeMove ()))
|  | TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
|  | TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
PlayerVehicleTurreting
|  | TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ))
TribesPlayerDriving
|  | TribesMoveAutonomous (float DeltaTime, rotator moveRotation, float forward, float strafe, bool ski, bool thrust, bool jump ))
|  | tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive))
|  | tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive)) TribesPlayerDriving
|  | TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust))
|  | TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust)) CharacterMovement
|  | TribesReplicateMove (float forward, float strafe, bool ski, bool thrust, bool jump))
|  | tribesServerDrive (EDigitalAxisInput inForward, EDigitalAxisInput inStrafe, int packedRotation, bool inThrust, bool inDive))
|  | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput digitalForward, EDigitalAxisInput digitalStrafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ))
|  | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) PlayerTurreting
|  | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) PlayerVehicleTurreting
|  | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) TribesPlayerDriving
|  | TribesShortClientAdjustPositionEx (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ ))
|  | TribesShortServerMove (float TimeStamp, Vector ClientLoc, int View ))
|  | TribesStateServerMove (float Timestamp))
|  | TribesTalk ()))
|  | TribesTeamTalk ()))
|  | TurnAround ())) SPIntroduction
|  | TurnAround ())) TribesCountdown
|  | UnMute (String PlayerName))
|  | UnPossess ()))
|  | updateCachedKeyBindings ()))
|  | updateCasts ()))
|  | updateCharacterUserSkin ()))
|  | updatePhysicsConfiguration ()))
|  | UpdateScreenRes ()))
|  | UpdateUseableObject ()))
|  | Use ()))
|  | use ())) CameraControlled
|  | ViewShake (float deltaTime)) PlayerVehicleTurreting
|  | whack ()))
| bool | WorldToScreen (out Vector inputVector))

Inherited Functions from Engine.PlayerController
ActivateInventoryItem, ActivateItem, AddCameraEffect, AddCheats, AdjustView, Admin, AdminCommand, AdminLogin, AdminLogout, AdminPromote, AdminReply, AltFire, AskForPawn, BeginState, BehindView, BlendRot, CalcBehindView, CalcFirstPersonView, CanRestartPlayer, ChangeAlwaysMouseLook, ChangedWeapon, ChangeName, ChangeStairLook, ChangeTeam, ChangeVoiceChatter, CheckCullDistance, CheckShake, CleanOutSavedMoves, ClearDoubleClick, ClearProgressMessages, ClientAdjustGlow, ClientAdjustPosition, ClientCapBandwidth, ClientChangeVoiceChatter, ClientCloseMenu, ClientFlash, ClientGotoState, ClientHearSound, ClientLeaveVoiceChat, ClientMessage, ClientOpenMenu, ClientPlayForceFeedback, ClientPlaySound, ClientReliablePlaySound, ClientRestart, ClientSetBehindView, ClientSetFixedCamera, ClientSetHUD, ClientSetMusic, ClientSetViewTarget, ClientShake, ClientStopForceFeedback, ClientTravel, ClientUpdatePosition, ClientValidate, ClientVoiceMessage, CompressAccel, ConsoleCommand, CopyToClipboard, CreateCameraEffect, DemoClientSetHUD, Destroyed, EndState, EndZoom, FindGoodView, Fire, FixFOV, ForceAdmin, ForceDeathUpdate, ForceReload, FOV, GainedChild, GameSaved, GetDefaultURL, GetEntryLevel, GetFacingDirection, GetFreeMove, GetPlayerNetworkAddress, GetServerNetworkAddress, GetTravelPawn, GetURLProtocol, GetViewRotation, GivePawn, HandleWalking, InitInputSystem, IsDead, IsFriendly, IsFriendlyPRI, IsSpectating, Jump, LeaveVoiceChat, LoadPlayers, LocalTravel, LongClientAdjustPosition, LostChild, MakeAdmin, MoveAutonomous, Mutate, Name, NextWeapon, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, OnFinishedPrecaching, onMessage, OpenMenu, PasteFromClipboard, Pause, PawnDied, PendingStasis, PlayAnnouncement, PlayBeepSound, PlayerCalcView, PlayerMove, PlayerTick, Possess, PostBeginPlay, PreBeginPlay, PreClientTravel, PrevItem, PrevWeapon, ProcessDrive, ProcessMove, ProgressCommand, QuickLoad, QuickSave, ReceiveLocalizedMessage, RemoveCameraEffect, ReplicateMove, ReportAdmin, Reset, ResetFOV, ResetKeyboard, Restart, RestartLevel, RocketServerMove, SaveGameExists, Say, ServerAdminLogin, ServerChangeVoiceChatter, ServerDrive, ServerGetVoiceChatters, ServerGivePawn, ServerMove, ServerRestartGame, ServerReStartPlayer, ServerSetClientDemo, ServerSetHandedness, ServerSpectateSpeed, ServerThrowWeapon, ServerToggleBehindView, ServerUpdatePing, ServerUse, ServerUTrace, ServerValidationResponse, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewSelf, SetCinematicMode, SetFOV, SetFOVAngle, SetHand, SetMouseAccel, SetMouseSmoothing, SetName, SetNetSpeed, SetPause, SetProgressMessage, SetProgressTime, SetSensitivity, SetSpectateSpeed, SetViewTarget, SetWeaponHand, ShakeView, ShortClientAdjustPosition, ShortServerMove, showEscapeMenu, ShowGun, ShowMenu, ShowSubtitle, SpawnDefaultHUD, Speech, StartClientDemoRec, StartZoom, StopForceFeedback, StopZoom, Suicide, SwitchLevel, SwitchWeapon, TeamMessage, TeamSay, ThrowWeapon, Timer, ToggleBehindView, ToggleZoom, TravelPostAccept, TurnAround, TurnTowardNearestEnemy, Typing, UnPossess, UpdateFlashComponent, UpdateRotation, Use, UTrace, VeryShortClientAdjustPosition, ViewFlash, ViewShake, WantsSmoothedView

Inherited Functions from Engine.Controller
AddController, AdjustView, AIHearSound, AutoTaunt, BeginState, ChangedWeapon, CheckFutureSight, ClientDying, ClientGameEnded, ClientSetLocation, ClientSetRotation, ContinueFindPath, DebugTraversalCheck, Destroyed, DiscardFindPath, DisplayDebug, displayWorldSpaceDebug, DontReuseTaunt, DrawPathDebug, FindPath, GameHasEnded, GetFacingDirection, GetFindPathResult, GetHumanReadableName, GetViewRotation, HearNoise, InitPlayerReplicationInfo, InLatentExecution, IsFindPathComplete, LineOfSightTo, LongFall, MayFall, NotifyBump, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PathDiagnostics, PawnDied, PawnIsInPain, PendingStasis, Possess, PostBeginPlay, PostLoadGame, PreBeginPlay, RemoveController, RenderOverlays, Reset, Restart, SameTeamAs, ServerGivePawn, ServerReStartPlayer, SetFall, SetPawnClass, ShakeView, SoakStop, UnPossess, WantsSmoothedView, WasKilledBy

States Summary

AwaitingGameStart Source code
simulated state AwaitingGameStart extends TribesSpectating

AltFire, BeginState, EndState, releaseAltFire, ServerReStartPlayer

AwaitingNextRound Source code
simulated state AwaitingNextRound extends TribesSpectating

AltFire, BeginState, EndState, releaseAltFire

BaseSpectating Source code
state BaseSpectating

BeginState

CameraControlled Source code
state CameraControlled

AltFire, Fire, Jetpack, playerTick, releaseAltFire, releaseFire, SkipOpeningCutscene, use

CharacterMovement Source code
simulated state CharacterMovement

AltFire, BeginState, DropWeapon, EndState, Fire, NotifyPhysicsVolumeChange, PlayerMove, PlayerTick, ProcessMove, ServerMove, ServerUse, Tick, TribesProcessMove

Dead Source code
simulated state Dead

AltFire, BeginState, Fire, Jetpack, releaseAltFire, releaseFire

GameEnded Source code
state GameEnded

AltFire, BeginState, EndState, Fire, Jetpack, releaseAltFire, releaseFire

PlayerEquippingPreRestart Source code
simulated state PlayerEquippingPreRestart

AltFire, CalcFirstPersonView, EndState, Fire, Jetpack, LoadInventoryInterface, releaseAltFire, releaseFire

PlayerRespawn Source code
simulated state PlayerRespawn extends Dead

AltFire, BeginState, EndState, Fire, Jetpack, playerMove, PlayerTick, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, showEscapeMenu, Tick

PlayerTeleport Source code
simulated state PlayerTeleport

activatePack, AltFire, BeginState, EndState, equipCarryable, equipDeployable, Fire, Jetpack, PlayerTick, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, SwitchWeapon

PlayerTurreting Source code
state PlayerTurreting

AltFire, BeginState, clientAdjustTurretPosition, ClientUpdatePosition, EndState, Fire, PlayerMove, PlayerTick, ProcessMove, processTurretMove, releaseAltFire, releaseFire, replicateTurretMove, serverSelectWeapon, serverTurretMove, ServerUse, ToggleBehindView, TribesServerMove

PlayerUsingInventoryStation Source code
state PlayerUsingInventoryStation

AltFire, BeginState, EndState, Fire, inventoryStationSwitchVehiclePosition, Jetpack, playerMove, releaseAltFire, releaseFire, serverInventoryStationSwitchVehiclePosition, Suicide, Tick

PlayerUsingResupplyStation Source code
simulated state PlayerUsingResupplyStation

AltFire, EndState, Fire, Jetpack, PlayerTick, releaseAltFire, releaseFire, ServerUse

PlayerVehicleTurreting Source code
state PlayerVehicleTurreting

AltFire, BeginState, EndState, equipCarryable, equipDeployable, fire, NextWeapon, PlayerMove, playerTick, PrevWeapon, ProcessMove, releaseAltFire, releaseFire, ServerUse, stateServerSwitchVehiclePosition, Suicide, switchVehiclePosition, SwitchWeapon, ToggleBehindView, TribesLongClientAdjustPosition, TribesServerMove, ViewShake

PlayerWaitingInventoryStation Source code
simulated state PlayerWaitingInventoryStation

AltFire, BeginState, Fire, Jetpack, PlayerMove, PlayerTick, releaseAltFire, releaseFire

SPIntroduction Source code
state SPIntroduction

AltFire, BeginState, EndState, Fire, Jetpack, releaseAltFire, releaseFire, serverSelectWeapon, SkipOpeningCutscene, Tick, TurnAround

TribesCountdown Source code
simulated state TribesCountdown extends BaseSpectating

AltFire, BeginState, EndState, Fire, Jetpack, LongClientAdjustPosition, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, Suicide, Tick, ToggleBehindView, TurnAround

TribesPlayerDriving Source code
state TribesPlayerDriving

altFire, BeginState, EndState, equipCarryable, equipDeployable, fire, GetTravelPawn, NextWeapon, PlayerMove, playerTick, PrevWeapon, ProcessMove, releaseAltFire, releaseFire, ServerUse, stateServerSwitchVehiclePosition, Suicide, switchVehiclePosition, SwitchWeapon, ToggleBehindView, TribesLongClientAdjustPosition, tribesProcessDrive, TribesServerMove

TribesSpectating Source code
simulated state TribesSpectating extends BaseSpectating

AltFire, BeginState, CalcFirstPersonView, EndState, Fire, Jetpack, NextWeapon, PrevWeapon, releaseAltFire, releaseFire, Respawn, ServerReStartPlayer, SwitchWeapon

Variables Detail

#### adminKey Source code

var string adminKey;

#### alertnessDecayTime Source code

var float alertnessDecayTime;

#### alertnessMode Source code

var editconst AlertnessModeType alertnessMode;

#### animationDebugCounter Source code

var int animationDebugCounter;

#### armorClassBeforeInventoryAccess Source code

var class<Armor> armorClassBeforeInventoryAccess;

#### bCountDown Source code

var bool bCountDown;

#### bDebugSpeedhack Source code

var bool bDebugSpeedhack;

#### bDropWeapon Source code

var input byte bDropWeapon;

#### bForcedRespawn Source code

var bool bForcedRespawn;

#### bHideFirstPersonWeapon Source code

var config bool bHideFirstPersonWeapon;

#### bJustRespawned Source code

var bool bJustRespawned;

#### bLoadoutSelection Source code

var input byte bLoadoutSelection;

#### bObjectives Source code

var input byte bObjectives;

#### bOldBehindView Source code

var bool bOldBehindView;

#### bQuickChat Source code

var input byte bQuickChat;

#### bTeamMarkerColors Source code

var config bool bTeamMarkerColors;

#### bUseEnabled Source code

var bool bUseEnabled;

#### bWaitingForRoundEnd Source code

var bool bWaitingForRoundEnd;

#### bWasUsingDeployable Source code

var bool bWasUsingDeployable;

#### bZoom Source code

var input byte bZoom;

#### camera Source code

var PlayerCamera camera;

#### Character Source code

var Character Character;

#### ChatCount Source code

var int ChatCount;

#### ChatSpamGuardEnabled Source code

var config bool ChatSpamGuardEnabled;

#### ChatSpamMaxMessages Source code

var config int ChatSpamMaxMessages;

#### ChatSpamMutedTime Source code

var float ChatSpamMutedTime;

#### ChatSpamMutePeriod Source code

var config float ChatSpamMutePeriod;

#### ChatSpamThresholdTime Source code

var config float ChatSpamThresholdTime;

#### ChatWindowSizeIndex Source code

var config int ChatWindowSizeIndex;

#### ChatWindowSizes Source code

var config Array<int> ChatWindowSizes;

#### CinematicOverlay Source code

var transient MojoCore.CinematicOverlay CinematicOverlay;

#### clientSideChar Source code

var transient ClientSideCharacter clientSideChar;

#### combinedMoves Source code

var int combinedMoves;

#### commandHUDVisible Source code

var bool commandHUDVisible;

#### controllingCamera Source code

var PlayerControllerCamera controllingCamera;

#### correctedMoves Source code

var int correctedMoves;

#### countDown Source code

var float countDown;

#### currentHUDClass Source code

var string currentHUDClass;

#### currentLoadout Source code

var private Loadout currentLoadout;

#### currentResupply Source code

var ResupplyStation currentResupply;

#### currentTalkingHeadCam Source code

var private TalkingHeadCamera currentTalkingHeadCam;

#### CurrentUseableInventoryAccess Source code

var InventoryStationAccess CurrentUseableInventoryAccess;

#### CurrentUseableObject Source code

var UseableObject CurrentUseableObject;

#### debugLogLevel Source code

var int debugLogLevel;

#### detectedEnemyList Source code

var SensorListNode detectedEnemyList;

#### detectedFriendlyList Source code

var SensorListNode detectedFriendlyList;

#### dualMoves Source code

var int dualMoves;

#### ExactPing Source code

var float ExactPing;

#### gameStatsKey Source code

var string gameStatsKey;

#### groundMovementMode Source code

var GroundMovementModeType groundMovementMode;

#### HUDManager Source code

var transient TribesHUDManager HUDManager;

#### IdentifyRadius Source code

var private float IdentifyRadius;

#### introCameraOldState Source code

var Name introCameraOldState;

#### introCameraScript Source code

var Script introCameraScript;

#### inventoryStation Source code

var InventoryStationAccess inventoryStation;

#### inventoryStationInterface Source code

var InventoryStationInteraction inventoryStationInterface;

#### inventoryStationWaitingForCharacter Source code

var bool inventoryStationWaitingForCharacter;

#### inventoryStationWaitingForCharacterInput Source code

var InventoryStationAccess inventoryStationWaitingForCharacterInput;

#### InvExtCamOffset Source code

var config Vector InvExtCamOffset;

#### lastHurt Source code

var Actor lastHurt;

#### lastIdentified Source code

var Actor lastIdentified;

#### lastIdentifiedDuration Source code

var float lastIdentifiedDuration;

#### lastIdentifiedHitLocation Source code

var Vector lastIdentifiedHitLocation;

#### lastReplicationCallTime Source code

var float lastReplicationCallTime;

#### LastValidChatTime Source code

var float LastValidChatTime;

#### lastWeaponClass Source code

var class<Weapon> lastWeaponClass;

#### livesLeft Source code

var int livesLeft;

#### lowPriorityPromptText Source code

var string lowPriorityPromptText;

#### lowPriorityPromptTimeout Source code

var float lowPriorityPromptTimeout;

#### MaxMessageTextLength Source code

var config int MaxMessageTextLength;

#### maxSpectatorZoom Source code

var float maxSpectatorZoom;

#### minSpectatorZoom Source code

var float minSpectatorZoom;

#### movementDebugCounter Source code

var int movementDebugCounter;

#### MutedPlayerList Source code

var Array<String> MutedPlayerList;

#### myStatsKey Source code

var string myStatsKey;

#### m_identifyFrequency Source code

var private float m_identifyFrequency;

#### m_identifyRange Source code

var private float m_identifyRange;

#### m_identifyTime Source code

var private float m_identifyTime;

#### objectives Source code

var ObjectivesList objectives;

#### objectivesUpdateRate Source code

var float objectivesUpdateRate;

#### PendingAdjustment Source code

var ClientAdjustment PendingAdjustment;

#### PointsOfInterest Source code

var Array<PointOfInterest> PointsOfInterest;

#### PromptingDataClass Source code

var class<Actor> PromptingDataClass;

#### PromptingObjectCanBeUsed Source code

var bool PromptingObjectCanBeUsed;

#### PromptingObjectClass Source code

var class<UseableObject> PromptingObjectClass;

#### PromptingObjectLocation Source code

var Vector PromptingObjectLocation;

#### PromptingObjectPromptIndex Source code

var byte PromptingObjectPromptIndex;

#### PromptingUseableObject Source code

var UseableObject PromptingUseableObject;

#### radarZoomIndex Source code

var config int radarZoomIndex;

#### radarZoomScale Source code

var float radarZoomScale;

#### radarZoomScales Source code

var config Array<float> radarZoomScales;

#### RenderedRooks Source code

var Array<Actor> RenderedRooks;

#### replayFromAccumulator Source code

var float replayFromAccumulator;

#### replayFromEndLocation Source code

var Vector replayFromEndLocation;

#### replayFromEnergy Source code

var float replayFromEnergy;

#### replayFromMovement Source code

var Character.MovementState replayFromMovement;

#### replayFromStartLocation Source code

var Vector replayFromStartLocation;

#### replayFromVelocity Source code

var Vector replayFromVelocity;

#### replicateMoveCalls Source code

var int replicateMoveCalls;

#### ResolutionString Source code

var String ResolutionString;

#### ResolutionX Source code

var int ResolutionX;

#### ResolutionY Source code

var int ResolutionY;

#### respawnDelay Source code

var float respawnDelay;

#### respawnKey Source code

var string respawnKey;

#### Rook Source code

var Rook Rook;

#### roundInfo Source code

var RoundInfo roundInfo;

#### skinPreferences Source code

var private Array<CustomPlayerLoadout.SkinPreferenceMapping> skinPreferences;

#### spawnBase Source code

var BaseInfo spawnBase;

#### SPChatWindowSizeIndex Source code

var config int SPChatWindowSizeIndex;

#### SPChatWindowSizes Source code

var config Array<int> SPChatWindowSizes;

#### SpeedhackComparison Source code

var float SpeedhackComparison;

#### SpeedhackLastAppTime Source code

var float SpeedhackLastAppTime;

#### SpeedhackLastComparison Source code

var float SpeedhackLastComparison;

#### talkingHeadScript Source code

var private Script talkingHeadScript;

#### TimeMarginSlack Source code

var globalconfig float TimeMarginSlack;

#### TribesFreeMoves Source code

var Array<SavedMove> TribesFreeMoves;

#### TribesPendingMove Source code

var SavedMove TribesPendingMove;

#### TribesSavedMoves Source code

var Array<SavedMove> TribesSavedMoves;

#### vehiclePositionSwitchOneKey Source code

var string vehiclePositionSwitchOneKey;

#### vehiclePositionSwitchThreeKey Source code

var string vehiclePositionSwitchThreeKey;

#### vehiclePositionSwitchTwoKey Source code

var string vehiclePositionSwitchTwoKey;

#### zoomedFOVs Source code

var config Array<float> zoomedFOVs;

#### zoomedMouseScale Source code

var config Array<float> zoomedMouseScale;

#### zoomLevel Source code

var config int zoomLevel;

#### zoomMagnificationLevels Source code

var config Array<float> zoomMagnificationLevels;

#### zoomSpeed Source code

var config float zoomSpeed;

### PlayerCharacterController

#### commandHUDClass Source code

var(PlayerCharacterController) string commandHUDClass;

#### countdownHUDClass Source code

var(PlayerCharacterController) string countdownHUDClass;

#### damageFlashColor Source code

var(PlayerCharacterController) Vector damageFlashColor;

> X=Red, Y=Green, Z=Blue, Values should be quite high (> 900)

#### damageFlashMultiplier Source code

var(PlayerCharacterController) float damageFlashMultiplier;

> The multiplier is applied to the amount of damage and then added to the flash color

#### damageFlashScale Source code

var(PlayerCharacterController) float damageFlashScale;

> Lower values = greater effect

#### gameEndHUDClass Source code

var(PlayerCharacterController) string gameEndHUDClass;

#### GUIPackage Source code

var(PlayerCharacterController) string GUIPackage;

#### HelpScreenClass Source code

var(PlayerCharacterController) string HelpScreenClass;

#### inventoryStationMenuClass Source code

var(PlayerCharacterController) string inventoryStationMenuClass;

#### maxFlashThreshold Source code

var(PlayerCharacterController) float maxFlashThreshold;

> The percentage of damage where the maximum flash occurs

#### minFlashThreshold Source code

var(PlayerCharacterController) float minFlashThreshold;

> The percentage of damage where the minimum flash occurs

#### MPAdminClass Source code

var(PlayerCharacterController) string MPAdminClass;

#### MPEscapeMenuClass Source code

var(PlayerCharacterController) string MPEscapeMenuClass;

#### MPGameStatsClass Source code

var(PlayerCharacterController) string MPGameStatsClass;

#### MPStatsClass Source code

var(PlayerCharacterController) string MPStatsClass;

#### MPWeaponStatsClass Source code

var(PlayerCharacterController) string MPWeaponStatsClass;

#### respawnHUDClass Source code

var(PlayerCharacterController) string respawnHUDClass;

#### spectatorHUDClass Source code

var(PlayerCharacterController) string spectatorHUDClass;

#### SPEscapeMenuClass Source code

var(PlayerCharacterController) string SPEscapeMenuClass;

#### turretHUDClass Source code

var(PlayerCharacterController) string turretHUDClass;

#### vehicleHUDClass Source code

var(PlayerCharacterController) string vehicleHUDClass;

#### waitGameStartHUDClass Source code

var(PlayerCharacterController) string waitGameStartHUDClass;

#### waitRoundEndHUDClass Source code

var(PlayerCharacterController) string waitRoundEndHUDClass;

Enumerations Detail

#### AlertnessModeType Source code

enum AlertnessModeType
{

> AlertnessMode_Default, AlertnessMode_Combat, AlertnessMode_Alert, AlertnessMode_Neutral,

};

#### EDigitalAxisInput Source code

enum EDigitalAxisInput
{

> DAI_Zero, DAI_Positive, DAI_Negative

};

#### GroundMovementModeType Source code

enum GroundMovementModeType
{

> GroundMovementMode_Any, GroundMovementMode_Sprint, GroundMovementMode_Run, GroundMovementMode_Walk, GroundMovementMode_Stand,

};

Structures Detail

#### ClientAdjustment Source code

struct ClientAdjustment
{

> var float accumulator;
> var Vector EndLoc;
> var float energy;
> var Character.MovementState movement;
> var name newState;
> var Vector NewVel;
> var Vector StartLoc;
> var float TimeStamp;

};

#### DynamicTurretRotationProcessingOutput Source code

struct DynamicTurretRotationProcessingOutput
{

> var rotator vehicleSpaceRotation;
> var rotator worldSpaceNoRollRotation;

};

Functions Detail

#### activatePack Source code

exec function activatePack ( ) )

#### activatePack PlayerTeleport Source code

exec function activatePack ( ) )

#### AddCheats Source code

function AddCheats ( ) )

#### addDetectedEnemy Source code

function addDetectedEnemy ( Rook detectedEnemy) )

#### addDetectedFriendly Source code

function addDetectedFriendly ( Rook detectedFriendly) )

#### addSkinPreferenceRecord Source code

private function int addSkinPreferenceRecord ( Mesh mesh, string skinPath) )

#### adminvote Source code

exec function adminvote ( string name) )

#### AltFire Source code

exec function AltFire ( optional float F) )

#### AltFire AwaitingGameStart Source code

exec function AltFire ( optional float F ) )

#### AltFire AwaitingNextRound Source code

exec function AltFire ( optional float F ) )

#### AltFire CameraControlled Source code

exec function AltFire ( optional float F) )

#### AltFire CharacterMovement Source code

exec function AltFire ( optional float F) )

#### AltFire Dead Source code

exec function AltFire ( optional float F) )

#### AltFire GameEnded Source code

exec function AltFire ( optional float F ) )

#### AltFire PlayerEquippingPreRestart Source code

exec function AltFire ( optional float F ) )

#### AltFire PlayerRespawn Source code

exec function AltFire ( optional float F) )

#### AltFire PlayerTeleport Source code

exec function AltFire ( optional float F) )

#### AltFire PlayerTurreting Source code

exec function AltFire ( optional float F ) )

#### AltFire PlayerUsingInventoryStation Source code

exec function AltFire ( optional float F ) )

#### AltFire PlayerUsingResupplyStation Source code

exec function AltFire ( optional float F ) )

#### AltFire PlayerVehicleTurreting Source code

exec function AltFire ( optional float F ) )

#### AltFire PlayerWaitingInventoryStation Source code

exec function AltFire ( optional float F ) )

#### AltFire SPIntroduction Source code

exec function AltFire ( optional float F ) )

#### AltFire TribesCountdown Source code

exec function AltFire ( optional float F ) )

#### altFire TribesPlayerDriving Source code

exec function altFire ( optional float F) )

#### AltFire TribesSpectating Source code

exec function AltFire ( optional float F) )

#### analogueToDigital Source code

simulated static function EDigitalAxisInput analogueToDigital ( float analogueInput, float maxValue) )

#### animationDebug Source code

exec function animationDebug ( ) )

#### AppendFreeMove Source code

function AppendFreeMove ( SavedMove m) )

#### AppendSavedMove Source code

function AppendSavedMove ( SavedMove m) )

#### ApplyMessageRestrictions Source code

function ApplyMessageRestrictions ( out String Msg) )

#### BeginState AwaitingGameStart Source code

function BeginState ( ) )

#### BeginState AwaitingNextRound Source code

function BeginState ( ) )

#### BeginState BaseSpectating Source code

function BeginState ( ) )

#### BeginState CharacterMovement Source code

function BeginState ( ) )

#### BeginState Dead Source code

function BeginState ( ) )

#### BeginState GameEnded Source code

function BeginState ( ) )

#### BeginState PlayerRespawn Source code

function BeginState ( ) )

#### BeginState PlayerTeleport Source code

function BeginState ( ) )

#### BeginState PlayerTurreting Source code

function BeginState ( ) )

#### BeginState PlayerUsingInventoryStation Source code

function BeginState ( ) )

#### BeginState PlayerVehicleTurreting Source code

function BeginState ( ) )

#### BeginState PlayerWaitingInventoryStation Source code

function BeginState ( ) )

#### BeginState SPIntroduction Source code

function BeginState ( ) )

#### BeginState TribesCountdown Source code

function BeginState ( ) )

#### BeginState TribesPlayerDriving Source code

function BeginState ( ) )

#### BeginState TribesSpectating Source code

function BeginState ( ) )

#### CalcFirstPersonView PlayerEquippingPreRestart Source code

function CalcFirstPersonView ( Vector cameraLocation, Rotator cameraRotation) )

#### CalcFirstPersonView TribesSpectating Source code

function CalcFirstPersonView ( Vector cameraLocation, Rotator cameraRotation) )

#### calculateHeight Source code

function int calculateHeight ( float rookZ) )

#### calculateScreenPosition Source code

simulated function Vector calculateScreenPosition ( class objectClass, Vector objectPos) )

#### CallServerMove Source code

function CallServerMove ( Vector ClientLoc, SavedMove NewMove, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

#### CanUseQuickInventoryLoadoutMenu Source code

simulated function bool CanUseQuickInventoryLoadoutMenu ( ) )

#### changeTeam Source code

function changeTeam ( int i, optional bool bAdminOverride) )

#### checkAutoWeaponSwitch Source code

function checkAutoWeaponSwitch ( ) )

#### checkForFireButton Source code

function checkForFireButton ( ) )

#### CheckSpeedHack Source code

native final function bool CheckSpeedHack ( float DeltaTime )

#### CleanOutSavedMoves Source code

function CleanOutSavedMoves ( ) )

#### clientAdjustTurretPosition Source code

function clientAdjustTurretPosition ( float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState) )

#### clientAdjustTurretPosition PlayerTurreting Source code

function clientAdjustTurretPosition ( float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState) )

#### ClientDamagedFrom Source code

simulated function ClientDamagedFrom ( EDirectionType direction, int DamageAmount) )

#### clientFinishInventoryStationAccess Source code

function clientFinishInventoryStationAccess ( ) )

#### clientGetSkinPreference Source code

function clientGetSkinPreference ( Mesh mesh) )

#### ClientGotoState Source code

function ClientGotoState ( name NewState, optional name NewLabel) )

#### clientInventoryStationAccess Source code

function clientInventoryStationAccess ( InventoryStationAccess inputInventoryStation) )

#### clientInventoryStationWait Source code

function clientInventoryStationWait ( ) )

#### clientLoadSkinClasses Source code

function clientLoadSkinClasses ( ) )

#### ClientRestart Source code

function ClientRestart ( Pawn aPawn, Name currentState) )

#### ClientSetBehindView Source code

function ClientSetBehindView ( bool B, optional bool bInteractive) )

#### clientSetCheats Source code

function clientSetCheats ( class<CheatManager> c) )

#### ClientSetHUD Source code

function ClientSetHUD ( class<HUD> newHUDType, optional class<Scoreboard> newScoringType) )

#### clientSetSkinPreference Source code

function clientSetSkinPreference ( Mesh mesh, String skinPath) )

#### clientTerminateInventoryStationAccess Source code

function clientTerminateInventoryStationAccess ( ) )

#### clientTribesSetHUD Source code

function clientTribesSetHUD ( string newHUDType) )

#### ClientUpdatePosition Source code

function ClientUpdatePosition ( ) )

#### ClientUpdatePosition PlayerTurreting Source code

function ClientUpdatePosition ( ) )

#### clientWeaponUseEnergy Source code

simulated function clientWeaponUseEnergy ( float quantity) )

#### CommonClientAdjustPosition Source code

function bool CommonClientAdjustPosition ( float TimeStamp, Name NewState) )

#### CycleChatWindowSize Source code

exec simulated function CycleChatWindowSize ( ) )

#### CycleRadarZoomScale Source code

exec simulated function CycleRadarZoomScale ( ) )

#### cycleZoomLevel Source code

exec simulated function cycleZoomLevel ( optional bool bReverse) )

#### debugAnimation Source code

exec function debugAnimation ( ) )

#### debugMovement Source code

exec function debugMovement ( ) )

#### debugMovementReplication Source code

exec function debugMovementReplication ( int level) )

#### debugSwitchSpawnBase Source code

exec function debugSwitchSpawnBase ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### DestroySensorList Source code

function DestroySensorList ( SensorListNode head) )

#### DestroySensorLists Source code

function DestroySensorLists ( ) )

#### digitalToAnalogue Source code

simulated static function float digitalToAnalogue ( EDigitalAxisInput digitalInput, float maxValue) )

#### DisplayDebug Source code

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

#### doIdentify Source code

simulated function doIdentify ( float delta) )

#### DropWeapon CharacterMovement Source code

exec function DropWeapon ( ) )

#### dumpVehicleData Source code

exec function dumpVehicleData ( ) )

#### dynamicTurretRotationProcessing Source code

static native function DynamicTurretRotationProcessingOutput dynamicTurretRotationProcessing ( rotator moveRotation, rotator mountRotation, float minimumPitch, float maximumPitch, bool yawConstrained, optional bool yawPositiveDirection, optional float yawStart, optional float yawRange )

#### effectLog Source code

exec function effectLog ( ) )

#### EndState AwaitingGameStart Source code

function EndState ( ) )

#### EndState AwaitingNextRound Source code

function EndState ( ) )

#### EndState CharacterMovement Source code

function EndState ( ) )

#### EndState GameEnded Source code

function EndState ( ) )

#### EndState PlayerEquippingPreRestart Source code

function EndState ( ) )

#### EndState PlayerRespawn Source code

simulated function EndState ( ) )

#### EndState PlayerTeleport Source code

function EndState ( ) )

#### EndState PlayerTurreting Source code

function EndState ( ) )

#### EndState PlayerUsingInventoryStation Source code

function EndState ( ) )

#### EndState PlayerUsingResupplyStation Source code

function EndState ( ) )

#### EndState PlayerVehicleTurreting Source code

function EndState ( ) )

#### EndState SPIntroduction Source code

function EndState ( ) )

#### EndState TribesCountdown Source code

function EndState ( ) )

#### EndState TribesPlayerDriving Source code

function EndState ( ) )

#### EndState TribesSpectating Source code

function EndState ( ) )

#### enterCombat Source code

function enterCombat ( ) )

#### equipCarryable Source code

exec simulated function equipCarryable ( ) )

#### equipCarryable PlayerTeleport Source code

exec function equipCarryable ( ) )

#### equipCarryable PlayerVehicleTurreting Source code

exec function equipCarryable ( ) )

#### equipCarryable TribesPlayerDriving Source code

exec function equipCarryable ( ) )

#### equipCharacter Source code

function equipCharacter ( ) )

#### equipDeployable Source code

exec simulated function equipDeployable ( ) )

#### equipDeployable PlayerTeleport Source code

exec function equipDeployable ( ) )

#### equipDeployable PlayerVehicleTurreting Source code

exec function equipDeployable ( ) )

#### equipDeployable TribesPlayerDriving Source code

exec function equipDeployable ( ) )

#### Fire Source code

exec function Fire ( optional float F) )

#### Fire CameraControlled Source code

exec function Fire ( optional float F ) )

#### Fire CharacterMovement Source code

exec function Fire ( optional float F ) )

#### Fire Dead Source code

exec function Fire ( optional float F ) )

#### Fire GameEnded Source code

exec function Fire ( optional float F ) )

#### Fire PlayerEquippingPreRestart Source code

exec function Fire ( optional float F) )

#### Fire PlayerRespawn Source code

exec function Fire ( optional float F ) )

#### Fire PlayerTeleport Source code

exec function Fire ( optional float F ) )

#### Fire PlayerTurreting Source code

exec function Fire ( optional float F) )

#### Fire PlayerUsingInventoryStation Source code

exec function Fire ( optional float F) )

#### Fire PlayerUsingResupplyStation Source code

exec function Fire ( optional float F) )

#### fire PlayerVehicleTurreting Source code

exec function fire ( optional float F) )

#### Fire PlayerWaitingInventoryStation Source code

exec function Fire ( optional float F) )

#### Fire SPIntroduction Source code

exec function Fire ( optional float F ) )

#### Fire TribesCountdown Source code

exec function Fire ( optional float F ) )

#### fire TribesPlayerDriving Source code

exec function fire ( optional float F) )

#### Fire TribesSpectating Source code

exec function Fire ( optional float F ) )

#### Force Source code

exec function Force ( String name) )

#### forceCycleZoomLevel Source code

exec simulated function forceCycleZoomLevel ( optional bool bReverse) )

#### GameSaved Source code

function GameSaved ( ) )

#### GetControllerTeam Source code

simulated function TeamInfo GetControllerTeam ( ) )

#### GetIdentify Source code

simulated function Actor GetIdentify ( ) )

#### GetLastWeapon Source code

function class<Weapon> GetLastWeapon ( ) )

#### getOtherTeam Source code

function TeamInfo getOtherTeam ( ) )

#### getOwnTeam Source code

function TeamInfo getOwnTeam ( ) )

#### getSkinPreference Source code

function string getSkinPreference ( Mesh mesh) )

#### getSkinPreferenceRecord Source code

private function int getSkinPreferenceRecord ( Mesh mesh) )

#### getTeamInfo Source code

function TeamInfo getTeamInfo ( int index) )

#### GetTravelPawn TribesPlayerDriving Source code

function Pawn GetTravelPawn ( ) )

#### GivePawn Source code

function GivePawn ( Pawn NewPawn) )

#### HasCurrentLoadout Source code

function bool HasCurrentLoadout ( ) )

#### hideTalkingHead Source code

function hideTalkingHead ( Script requestingScript) )

#### inDebugHud Source code

function bool inDebugHud ( ) )

#### initHUDObjects Source code

simulated function initHUDObjects ( ) )

#### InventoryCalcView Source code

simulated function InventoryCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

#### inventoryStationSwitchVehiclePosition Source code

exec function inventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

#### inventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code

exec function inventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

#### IsChatSpam Source code

function bool IsChatSpam ( ) )

#### IsFriendly Source code

simulated function bool IsFriendly ( Actor Other) )

#### IsFriendlyPRI Source code

function bool IsFriendlyPRI ( PlayerReplicationInfo OtherPRI) )

#### isInCutscene Source code

function bool isInCutscene ( ) )

#### isLoopingAnimation Source code

exec function isLoopingAnimation ( ) )

#### isLoopingArmAnimation Source code

exec function isLoopingArmAnimation ( ) )

#### isLoopingUpperBodyAnimation Source code

exec function isLoopingUpperBodyAnimation ( ) )

#### IsMuted Source code

function bool IsMuted ( String PlayerName) )

#### isPlayingAnimation Source code

exec function isPlayingAnimation ( ) )

#### isPlayingUpperBodyAnimation Source code

exec function isPlayingUpperBodyAnimation ( ) )

#### isRookRelevant Source code

function bool isRookRelevant ( Rook sensedRook) )

#### isSinglePlayer Source code

function bool isSinglePlayer ( ) )

#### Jetpack Source code

exec function Jetpack ( optional float F ) )

#### Jetpack CameraControlled Source code

exec function Jetpack ( optional float F ) )

#### Jetpack Dead Source code

exec function Jetpack ( optional float F ) )

#### Jetpack GameEnded Source code

exec function Jetpack ( optional float F ) )

#### Jetpack PlayerEquippingPreRestart Source code

exec function Jetpack ( optional float F) )

#### Jetpack PlayerRespawn Source code

exec function Jetpack ( optional float F ) )

#### Jetpack PlayerTeleport Source code

exec function Jetpack ( optional float F ) )

#### Jetpack PlayerUsingInventoryStation Source code

exec function Jetpack ( optional float F) )

#### Jetpack PlayerUsingResupplyStation Source code

exec function Jetpack ( optional float F) )

#### Jetpack PlayerWaitingInventoryStation Source code

exec function Jetpack ( optional float F) )

#### Jetpack SPIntroduction Source code

exec function Jetpack ( optional float F ) )

#### Jetpack TribesCountdown Source code

exec function Jetpack ( optional float F ) )

#### Jetpack TribesSpectating Source code

exec function Jetpack ( optional float F ) )

#### kickvote Source code

exec function kickvote ( string name) )

#### LoadInventoryInterface PlayerEquippingPreRestart Source code

function LoadInventoryInterface ( ) )

#### LongClientAdjustPosition Source code

function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

#### LongClientAdjustPosition TribesCountdown Source code

function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

#### loopAnimation Source code

exec function loopAnimation ( string animation) )

#### loopArmAnimation Source code

exec function loopArmAnimation ( string animation) )

#### loopUpperBodyAnimation Source code

exec function loopUpperBodyAnimation ( string animation) )

#### mapvote Source code

exec function mapvote ( string map, string gametype) )

#### Movement Source code

exec function Movement ( String name) )

#### movementDebug Source code

exec function movementDebug ( ) )

#### movementReport Source code

exec function movementReport ( ) )

#### Mute Source code

exec function Mute ( String PlayerName) )

#### newLoadout Source code

function newLoadout ( Loadout l) )

#### NextWeapon Source code

exec simulated function NextWeapon ( ) )

#### NextWeapon PlayerVehicleTurreting Source code

exec function NextWeapon ( ) )

#### NextWeapon TribesPlayerDriving Source code

exec function NextWeapon ( ) )

#### NextWeapon TribesSpectating Source code

exec function NextWeapon ( ) )

#### NotifyPhysicsVolumeChange CharacterMovement Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

#### NotifyTakeHit Source code

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

#### PawnDied Source code

function PawnDied ( Pawn P) )

#### playAnimation Source code

exec function playAnimation ( string animation) )

#### PlayerCalcView Source code

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

#### playerDisconnected Source code

function playerDisconnected ( ) )

#### PlayerMove CharacterMovement Source code

function PlayerMove ( float DeltaTime) )

#### playerMove PlayerRespawn Source code

function playerMove ( float deltaTime) )

#### PlayerMove PlayerTurreting Source code

function PlayerMove ( float DeltaTime ) )

#### playerMove PlayerUsingInventoryStation Source code

function playerMove ( float deltaTime) )

#### PlayerMove PlayerVehicleTurreting Source code

function PlayerMove ( float deltaTime) )

#### PlayerMove PlayerWaitingInventoryStation Source code

function PlayerMove ( float DeltaTime ) )

#### PlayerMove TribesPlayerDriving Source code

function PlayerMove ( float DeltaTime ) )

#### PlayerTick Source code

event PlayerTick ( float DeltaTime) )

#### playerTick CameraControlled Source code

function playerTick ( float deltaSeconds) )

#### PlayerTick CharacterMovement Source code

function PlayerTick ( float Delta) )

#### PlayerTick PlayerRespawn Source code

function PlayerTick ( float Delta) )

#### PlayerTick PlayerTeleport Source code

simulated function PlayerTick ( float Delta) )

#### PlayerTick PlayerTurreting Source code

function PlayerTick ( float Delta) )

#### PlayerTick PlayerUsingResupplyStation Source code

simulated function PlayerTick ( float deltaSeconds) )

#### playerTick PlayerVehicleTurreting Source code

event playerTick ( float deltaTime) )

#### PlayerTick PlayerWaitingInventoryStation Source code

simulated function PlayerTick ( float deltaSeconds) )

#### playerTick TribesPlayerDriving Source code

event playerTick ( float deltaTime) )

#### playFireAnimation Source code

exec function playFireAnimation ( optional string weapon) )

#### playFlinchAnimation Source code

exec function playFlinchAnimation ( ) )

#### PlayPainSound Source code

function PlayPainSound ( Character.EClientPainType type) )

#### playUpperBodyAnimation Source code

exec function playUpperBodyAnimation ( string animation) )

#### PopFreeMove Source code

function PopFreeMove ( ) )

#### PopSavedMove Source code

function PopSavedMove ( ) )

#### Possess Source code

function Possess ( Pawn aPawn) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostLoadGame Source code

function PostLoadGame ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### PrevWeapon Source code

exec simulated function PrevWeapon ( ) )

#### PrevWeapon PlayerVehicleTurreting Source code

exec function PrevWeapon ( ) )

#### PrevWeapon TribesPlayerDriving Source code

exec function PrevWeapon ( ) )

#### PrevWeapon TribesSpectating Source code

exec function PrevWeapon ( ) )

#### ProcessMove CharacterMovement 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 PlayerVehicleTurreting Source code

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

#### ProcessMove TribesPlayerDriving Source code

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

#### processTurretMove Source code

function processTurretMove ( float DeltaTime, float aTurn, float aLookUp) )

#### processTurretMove PlayerTurreting Source code

function processTurretMove ( float DeltaTime, float turn, float lookup) )

#### ProcessZoom Source code

simulated function ProcessZoom ( float Delta, Character c) )

#### QuickChat Source code

exec function QuickChat ( String message, String ChatTag, optional bool bLocal, optional String animName) )

#### releaseAltFire Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire AwaitingGameStart Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire AwaitingNextRound Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire CameraControlled Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire Dead Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire GameEnded Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerEquippingPreRestart Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerRespawn Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerTeleport Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerTurreting Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerUsingInventoryStation Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerUsingResupplyStation Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerVehicleTurreting Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire PlayerWaitingInventoryStation Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire SPIntroduction Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire TribesCountdown Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire TribesPlayerDriving Source code

exec function releaseAltFire ( optional float F) )

#### releaseAltFire TribesSpectating Source code

exec function releaseAltFire ( optional float F) )

#### releaseFire Source code

exec function releaseFire ( optional float F) )

#### releaseFire CameraControlled Source code

exec function releaseFire ( optional float F ) )

#### releaseFire Dead Source code

exec function releaseFire ( optional float F) )

#### releaseFire GameEnded Source code

exec function releaseFire ( optional float F ) )

#### releaseFire PlayerEquippingPreRestart Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerRespawn Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerTeleport Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerTurreting Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerUsingInventoryStation Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerUsingResupplyStation Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerVehicleTurreting Source code

exec function releaseFire ( optional float F) )

#### releaseFire PlayerWaitingInventoryStation Source code

exec function releaseFire ( optional float F) )

#### releaseFire SPIntroduction Source code

exec function releaseFire ( optional float F ) )

#### releaseFire TribesCountdown Source code

exec function releaseFire ( optional float F ) )

#### releaseFire TribesPlayerDriving Source code

exec function releaseFire ( optional float F) )

#### releaseFire TribesSpectating Source code

exec function releaseFire ( optional float F) )

#### removeDetectedEnemy Source code

function removeDetectedEnemy ( SensorListNode sln) )

#### removeDetectedFriendly Source code

function removeDetectedFriendly ( SensorListNode sln) )

#### replicateTurretMove Source code

function replicateTurretMove ( float DeltaTime, float aTurn, float aLookup) )

#### replicateTurretMove PlayerTurreting Source code

function replicateTurretMove ( float DeltaTime, float turn, float lookup) )

#### ResetInputState Source code

simulated function ResetInputState ( ) )

#### ResetSpeedhack Source code

native function ResetSpeedhack ( )

#### Respawn Source code

exec function Respawn ( optional bool bAllowExit ) )

#### Respawn PlayerRespawn Source code

exec function Respawn ( optional bool bAllowExit ) )

#### Respawn PlayerTeleport Source code

exec function Respawn ( optional bool bAllowExit ) )

#### Respawn TribesCountdown Source code

exec function Respawn ( optional bool bAllowExit ) )

#### Respawn TribesSpectating Source code

exec function Respawn ( optional bool bAllowExit ) )

#### saveSkinPreference Source code

function saveSkinPreference ( Mesh mesh, string skinPath) )

#### Say Source code

exec function Say ( String Msg) )

#### ScrollChatWindow Source code

exec simulated function ScrollChatWindow ( int NumLines) )

#### SelectTeleport Source code

function SelectTeleport ( ) )

#### SendClientAdjustment Source code

event SendClientAdjustment ( ) )

#### serverActivatePack Source code

function serverActivatePack ( ) )

#### ServerCancelRespawn Source code

function ServerCancelRespawn ( ) )

#### serverCommandHUDHidden Source code

function serverCommandHUDHidden ( ) )

#### serverCommandHUDShown Source code

function serverCommandHUDShown ( ) )

#### serverDebugMovementReplication Source code

function serverDebugMovementReplication ( int level) )

#### serverEquipCarryable Source code

function serverEquipCarryable ( ) )

#### serverEquipDeployable Source code

function serverEquipDeployable ( ) )

#### serverEquipFallbackWeapon Source code

function serverEquipFallbackWeapon ( ) )

#### serverFinishEquippingPreRestart Source code

function serverFinishEquippingPreRestart ( class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10) )

#### serverFinishInventoryStationAccess Source code

function serverFinishInventoryStationAccess ( InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10) )

#### serverFinishQuickInventoryStationAccess Source code

function serverFinishQuickInventoryStationAccess ( InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10) )

#### serverInventoryStationSwitchVehiclePosition Source code

function serverInventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

#### serverInventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code

function serverInventoryStationSwitchVehiclePosition ( byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout) )

#### ServerKillPlayer Source code

function ServerKillPlayer ( ) )

#### ServerMove CharacterMovement Source code

function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) )

#### serverNextWeapon Source code

function serverNextWeapon ( ) )

#### ServerPlayerSelectRespawn Source code

function ServerPlayerSelectRespawn ( ) )

#### serverPrevWeapon Source code

function serverPrevWeapon ( ) )

#### ServerRestartPlayer Source code

function ServerRestartPlayer ( ) )

#### ServerReStartPlayer AwaitingGameStart Source code

function ServerReStartPlayer ( ) )

#### ServerRestartPlayer PlayerRespawn Source code

function ServerRestartPlayer ( ) )

#### ServerRestartPlayer PlayerTeleport Source code

function ServerRestartPlayer ( ) )

#### ServerRestartPlayer TribesCountdown Source code

function ServerRestartPlayer ( ) )

#### ServerReStartPlayer TribesSpectating Source code

function ServerReStartPlayer ( ) )

#### ServerRestartPlayerAtBase Source code

function ServerRestartPlayerAtBase ( BaseInfo Base, optional bool bKeepPawn) )

#### ServerRestartPlayerInVehicle Source code

function ServerRestartPlayerInVehicle ( int vehicleRespawnIndex, bool bKeepPawn) )

#### ServerRestartPlayerKeepPawn Source code

function ServerRestartPlayerKeepPawn ( ) )

#### serverSelectWeapon Source code

function serverSelectWeapon ( Weapon w) )

#### serverSelectWeapon PlayerTurreting Source code

function serverSelectWeapon ( Weapon w) )

#### serverSelectWeapon SPIntroduction Source code

function serverSelectWeapon ( Weapon w) )

#### serverSetForcedRespawn Source code

function serverSetForcedRespawn ( bool bForced) )

#### serverSetRadarZoomScale Source code

function serverSetRadarZoomScale ( float newRadarZoomScale) )

#### serverSetSkin Source code

function serverSetSkin ( string skinPath, Mesh mesh) )

#### serverSpectate Source code

function serverSpectate ( optional string playerName) )

#### serverSwitchVehiclePosition Source code

function serverSwitchVehiclePosition ( byte position) )

#### serverTerminateInventoryStationAccess Source code

function serverTerminateInventoryStationAccess ( ) )

#### ServerToggleBehindView Source code

function ServerToggleBehindView ( ) )

#### serverToggleReady Source code

function serverToggleReady ( ) )

#### serverTurretMove Source code

function serverTurretMove ( float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantDelta, optional float importantTurn, optional float importantLookup) )

#### serverTurretMove PlayerTurreting Source code

function serverTurretMove ( float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantTimestamp, optional float importantTurn, optional float importantLookup) )

#### ServerUse CharacterMovement Source code

function ServerUse ( ) )

> // ServerUse() // // Called when the user presses the use button. Overriden here because we // want to ensure that we only use the objects of type 'UseableObject' when // it has the higher priority.

#### ServerUse PlayerTurreting Source code

function ServerUse ( ) )

#### ServerUse PlayerUsingResupplyStation Source code

function ServerUse ( ) )

#### ServerUse PlayerVehicleTurreting Source code

function ServerUse ( ) )

#### ServerUse TribesPlayerDriving Source code

function ServerUse ( ) )

#### serverVehicleTurretMove Source code

function serverVehicleTurretMove ( int packedMoveRotation, int packedVehicleSpaceRotation) )

#### ServerViewNextMPObject Source code

function ServerViewNextMPObject ( ) )

#### ServerViewNextSpectatorStart Source code

function ServerViewNextSpectatorStart ( ) )

#### setAlertness Source code

exec function setAlertness ( string mode) )

#### SetCinematicMode Source code

function SetCinematicMode ( bool bCinematic) )

#### setDebugHud Source code

function setDebugHud ( bool visible) )

#### SetForcedRespawn Source code

simulated function SetForcedRespawn ( bool bForced) )

#### setGroundMovement Source code

exec function setGroundMovement ( string mode) )

#### setIsFemale Source code

function setIsFemale ( bool b) )

#### SetWeapon Source code

exec function SetWeapon ( class<Weapon> WeaponClass) )

#### setZoomLevel Source code

exec simulated function setZoomLevel ( int index) )

#### ShiftWeapon Source code

simulated function ShiftWeapon ( int offset) )

#### showAdmin Source code

exec function showAdmin ( ) )

#### showEscapeMenu Source code

exec function showEscapeMenu ( ) )

#### showEscapeMenu PlayerRespawn Source code

exec function showEscapeMenu ( ) )

#### showGameStats Source code

exec function showGameStats ( ) )

#### ShowHelpScreen Source code

exec function ShowHelpScreen ( ) )

#### showMyStats Source code

exec function showMyStats ( ) )

#### ShowSubtitle Source code

event ShowSubtitle ( String Subtitle, float lifetime) )

#### showTalkingHead Source code

function showTalkingHead ( TalkingHeadCamera thc, Script requestingScript) )

#### showWeaponStats Source code

exec function showWeaponStats ( ) )

#### SkipOpeningCutscene Source code

exec function bool SkipOpeningCutscene ( ) )

#### SkipOpeningCutscene CameraControlled Source code

exec simulated function bool SkipOpeningCutscene ( ) )

#### SkipOpeningCutscene SPIntroduction Source code

exec simulated function bool SkipOpeningCutscene ( ) )

#### spectate Source code

function spectate ( optional string playerName) )

#### SpectatePlayer Source code

function SpectatePlayer ( string playerName) )

#### stateServerSwitchVehiclePosition Source code

function stateServerSwitchVehiclePosition ( byte position) )

#### stateServerSwitchVehiclePosition PlayerVehicleTurreting Source code

function stateServerSwitchVehiclePosition ( byte position) )

#### stateServerSwitchVehiclePosition TribesPlayerDriving Source code

function stateServerSwitchVehiclePosition ( byte position) )

#### stopAnimation Source code

exec function stopAnimation ( ) )

#### stopArmAnimation Source code

exec function stopArmAnimation ( ) )

#### stopUpperBodyAnimation Source code

exec function stopUpperBodyAnimation ( ) )

#### Suicide PlayerUsingInventoryStation Source code

exec function Suicide ( ) )

#### Suicide PlayerVehicleTurreting Source code

exec function Suicide ( ) )

#### Suicide TribesCountdown Source code

exec function Suicide ( ) )

#### Suicide TribesPlayerDriving Source code

exec function Suicide ( ) )

#### switchTeam Source code

function switchTeam ( optional bool bAdminOverride) )

#### SwitchToFallbackWeapon Source code

exec function SwitchToFallbackWeapon ( ) )

#### switchVehiclePosition Source code

exec function switchVehiclePosition ( byte position) )

#### switchVehiclePosition PlayerVehicleTurreting Source code

exec function switchVehiclePosition ( byte position) )

#### switchVehiclePosition TribesPlayerDriving Source code

exec function switchVehiclePosition ( byte position) )

#### SwitchWeapon Source code

exec function SwitchWeapon ( byte F) )

#### SwitchWeapon PlayerTeleport Source code

exec function SwitchWeapon ( byte F) )

#### SwitchWeapon PlayerVehicleTurreting Source code

exec function SwitchWeapon ( byte F) )

#### SwitchWeapon TribesPlayerDriving Source code

exec function SwitchWeapon ( byte F) )

#### SwitchWeapon TribesSpectating Source code

exec function SwitchWeapon ( byte F) )

#### teamdamagevote Source code

exec function teamdamagevote ( bool vote) )

#### TeamQuickChat Source code

exec function TeamQuickChat ( String message, String ChatTag, optional bool bLocal, optional String animName) )

#### TeamSay Source code

exec function TeamSay ( String Msg) )

#### Tick Source code

function Tick ( Float Delta) )

#### Tick CharacterMovement Source code

function Tick ( float Delta) )

#### Tick PlayerRespawn Source code

function Tick ( float Delta) )

#### Tick PlayerUsingInventoryStation Source code

function Tick ( float Delta) )

#### Tick SPIntroduction Source code

function Tick ( float delta) )

#### Tick TribesCountdown Source code

function Tick ( float Delta) )

#### Timer Source code

function Timer ( ) )

#### ToggleBehindView PlayerTurreting Source code

function ToggleBehindView ( ) )

#### ToggleBehindView PlayerVehicleTurreting Source code

function ToggleBehindView ( ) )

#### ToggleBehindView TribesCountdown Source code

function ToggleBehindView ( ) )

#### ToggleBehindView TribesPlayerDriving Source code

function ToggleBehindView ( ) )

#### toggleDebugHUD Source code

exec function toggleDebugHUD ( ) )

#### toggleEscapePanel Source code

function toggleEscapePanel ( string menuClass) )

#### ToggleQuickChat Source code

exec function ToggleQuickChat ( ) )

#### tournamentvote Source code

exec function tournamentvote ( bool vote) )

#### TribesAdjustState Source code

function TribesAdjustState ( float Timestamp, Name newState) )

#### TribesClientAdjustPositionEx Source code

function TribesClientAdjustPositionEx ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

#### TribesDualServerMove Source code

function TribesDualServerMove ( float TimeStamp0, byte ButtonInput, EDigitalAxisInput forward0, EDigitalAxisInput strafe0, int View0, float TimeStamp, EDigitalAxisInput forward, EDigitalAxisInput strafe, int View, vector ClientLoc, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

#### TribesGetFreeMove Source code

function SavedMove TribesGetFreeMove ( ) )

#### TribesLongClientAdjustPosition Source code

function TribesLongClientAdjustPosition ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

#### TribesLongClientAdjustPosition PlayerVehicleTurreting Source code

function TribesLongClientAdjustPosition ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

#### TribesLongClientAdjustPosition TribesPlayerDriving Source code

function TribesLongClientAdjustPosition ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ ) )

#### TribesMoveAutonomous Source code

function TribesMoveAutonomous ( float DeltaTime, rotator moveRotation, float forward, float strafe, bool ski, bool thrust, bool jump ) )

#### tribesProcessDrive Source code

function tribesProcessDrive ( float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive) )

#### tribesProcessDrive TribesPlayerDriving Source code

function tribesProcessDrive ( float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive) )

#### TribesProcessMove Source code

function TribesProcessMove ( float forward, float strafe, float jump, float ski, float thrust) )

#### TribesProcessMove CharacterMovement Source code

function TribesProcessMove ( float forward, float strafe, float jump, float ski, float thrust) )

#### TribesReplicateMove Source code

function TribesReplicateMove ( float forward, float strafe, bool ski, bool thrust, bool jump) )

#### tribesServerDrive Source code

function tribesServerDrive ( EDigitalAxisInput inForward, EDigitalAxisInput inStrafe, int packedRotation, bool inThrust, bool inDive) )

#### TribesServerMove Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput digitalForward, EDigitalAxisInput digitalStrafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

#### TribesServerMove PlayerTurreting Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

#### TribesServerMove PlayerVehicleTurreting Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

#### TribesServerMove TribesPlayerDriving Source code

function TribesServerMove ( float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData ) )

#### TribesShortClientAdjustPositionEx Source code

function TribesShortClientAdjustPositionEx ( float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ ) )

#### TribesShortServerMove Source code

function TribesShortServerMove ( float TimeStamp, Vector ClientLoc, int View ) )

#### TribesStateServerMove Source code

function TribesStateServerMove ( float Timestamp) )

#### TribesTalk Source code

exec function TribesTalk ( ) )

#### TribesTeamTalk Source code

exec function TribesTeamTalk ( ) )

#### TurnAround SPIntroduction Source code

function TurnAround ( ) )

#### TurnAround TribesCountdown Source code

function TurnAround ( ) )

#### UnMute Source code

exec function UnMute ( String PlayerName) )

#### UnPossess Source code

function UnPossess ( ) )

#### updateCachedKeyBindings Source code

simulated function updateCachedKeyBindings ( ) )

#### updateCasts Source code

simulated function updateCasts ( ) )

#### updateCharacterUserSkin Source code

private function updateCharacterUserSkin ( ) )

#### updatePhysicsConfiguration Source code

exec function updatePhysicsConfiguration ( ) )

#### UpdateScreenRes Source code

function UpdateScreenRes ( ) )

#### UpdateUseableObject Source code

function UpdateUseableObject ( ) )

#### Use Source code

exec function Use ( ) )

#### use CameraControlled Source code

exec function use ( ) )

#### ViewShake PlayerVehicleTurreting Source code

function ViewShake ( float deltaTime) )

#### whack Source code

exec function whack ( ) )

#### WorldToScreen Source code

simulated function bool WorldToScreen ( out Vector inputVector) )

Defaultproperties

    defaultproperties
    {

        MaxResponseTime=1.0
        MaxTimeMargin=1.0
    	TimeMarginSlack=0.001

    	bNetNotify					= true

    	CheatClass					= class'TribesCheatManager'
    	DefaultFOV					= 95

    	spectatorHUDClass			= "TribesGUI.TribesSpectatorHUD"
    	countdownHUDClass			= "TribesGUI.TribesCountdownHUD"
    	gameEndHUDClass				= ""
    	respawnHUDClass				= "TribesGUI.TribesRespawnHUD"
    	vehicleHUDClass				= "TribesGUI.TribesVehicleHUD"
    	turretHUDClass				= "TribesGUI.TribesTurretHUD"
    	inventoryStationMenuClass	= "TribesGUI.TribesInventorySelectionMenu"
    	waitRoundEndHUDClass		= "TribesGUI.TribesAwaitRoundEndHUD"
    	waitGameStartHUDClass		= "TribesGUI.TribesAwaitGameStartHUD"
    	commandHUDClass				= "TribesGUI.TribesCommandHUD"
    	HelpScreenClass				= "TribesGUI.TribesHelpScreen"
    	GUIPackage					= "TribesGUI"
    	SPEscapeMenuClass			= "TribesSPEscapeMenu"
    	MPEscapeMenuClass			= "TribesMPEscapeMenu"
    	MPStatsClass				= "TribesMPStatsPanel"
    	MPWeaponStatsClass			= "TribesMPWeaponStatsPanel"
    	MPGameStatsClass			= "TribesMPPlayersPanel"
    	MPAdminClass				= "TribesMPAdminPanel"

    	MovementObjectClass			= "Gameplay.CharacterPhysicsObject"

    	PlayerReplicationInfoClass	= class'Gameplay.TribesReplicationInfo'

    	m_identifyFrequency			= 0.1
    	m_identifyRange				= 5000

        alertnessMode               = AlertnessMode_Default;
        alertnessDecayTime          = 10

        groundMovementMode          = GroundMovementMode_Any;

    	damageFlashColor			= (X=900,Y=0,Z=0)
    	damageFlashScale			= 0.3
    	maxFlashThreshold			= 0.5
    	minFlashThreshold			= 0.1
    	damageFlashMultiplier		= 1

    	livesLeft				    = -1

    	IdentifyRadius				= 32

    	InvExtCamOffset				= (X=-200,Y=0,Z=210)

    	bUseEnabled					= true
    	debugLogLevel				= 0
        SpectateSpeed=+1200.0
    	maxSpectatorZoom			= 30
    	minSpectatorZoom			= 6

    	ChatSpamGuardEnabled		= true
    	ChatSpamMaxMessages			= 4
    	ChatSpamThresholdTime		= 4
    	ChatSpamMutePeriod			= 8
    	MaxMessageTextLength		= 196
    }

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Creation time: st 23.5.2018 00:10:33.731 - Created with UnCodeX