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# Engine.PlayerController

Extends
  Controller
Modifiers
  config ( user ) native nativereplication

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

#### Direct Known Subclasses:

> Camera, DemoRecSpectator, MessagingSpectator, PlayerCharacterController

Constants Summary

Inherited Contants from Engine.Controller
LATENT_MOVETOWARD

Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

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

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

Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

Enumerations Summary

Inherited Enumerations from Engine.Controller
FindPathResult

Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Structures Summary

Inherited Structures from Engine.Controller
FindPathAIProperties, RouteCacheElement, TraversalLineCheck

Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
|  | ActivateInventoryItem (class InvItem ))
|  | ActivateItem ()))
|  | AddCameraEffect (CameraEffect NewEffect, ptional bool RemoveExisting))
|  | AddCheats ()))
|  | AdjustView (float DeltaTime ))
|  | Admin (string CommandLine ))
|  | AdminCommand (string CommandLine ))
|  | AdminLogin (string CmdLine))
|  | AdminLogout ()))
|  | AdminPromote (string TargetPlayerName))
|  | AdminReply (string Reply ))
|  | AltFire (optional float F ))
|  | AltFire (optional float F )) Dead
|  | AltFire (optional float F )) GameEnded
|  | AltFire (optional float F)) PlayerWaiting
|  | AltFire (optional float F )) Scripting
|  | AltFire (optional float F )) Spectating
|  | AltFire (optional float F )) WaitingForPawn
|  | AskForPawn ()))
|  | BeginState ())) Dead
|  | BeginState ())) GameEnded
|  | BeginState ())) PlayerClimbing
|  | BeginState ())) PlayerFlying
|  | BeginState ())) PlayerRocketing
|  | BeginState ())) PlayerSpidering
|  | BeginState ())) PlayerSwimming
|  | BeginState ())) PlayerWaiting
|  | BeginState ())) PlayerWalking
|  | BeginState ())) Spectating
|  | BeginState ())) WaitingForPawn
|  | BehindView (Bool B ))
| int | BlendRot (float DeltaTime, int BlendC, int NewC))
|  | CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist))
|  | CalcFirstPersonView (out vector CameraLocation, out rotator CameraRotation ))
| bool | CanRestartPlayer ()))
|  | ChangeAlwaysMouseLook (Bool B))
|  | ChangedWeapon ()))
|  | ChangeName (coerce string S ))
|  | ChangeStairLook (bool B ))
|  | ChangeTeam (int N, optional bool bAdminOverride ))
|  | ChangeTeam (int N, optional bool bAdminOverride )) PlayerWaiting
|  | ChangeVoiceChatter (int IpAddr, int Handle, bool Add)
| bool | CheckCullDistance (vector Location, float CullDistance)
|  | CheckShake (out float MaxOffset, out float Offset, out float Rate, out float Time))
|  | CleanOutSavedMoves ()))
|  | ClearDoubleClick ()))
|  | ClearProgressMessages ()))
|  | ClientAdjustGlow (float scale, vector fog ))
|  | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ))
|  | ClientCapBandwidth (int Cap))
|  | ClientChangeVoiceChatter (int IpAddr, int Handle, bool Add ))
|  | ClientCloseMenu (optional bool bCloseAll))
|  | ClientFlash (float scale, vector fog ))
|  | ClientGotoState (name NewState, optional name NewLabel))
| INT | ClientHearSound (actor Actor, SS, vector SoundLocation, vector Parameters, float InnerRadius, int Flags, FLOAT FadeInTime, bool Attenuate)
|  | ClientLeaveVoiceChat ()))
|  | ClientMessage (coerce string S, optional Name Type ))
|  | ClientOpenMenu (string MenuClass, optional string MenuName, optional bool bDisconnect, ptional string Msg1, optional string Msg2, optional int Msg3))
|  | ClientPlayForceFeedback (String EffectName ))
|  | ClientPlaySound (sound ASound, optional bool bVolumeControl, optional float inAtten)
|  | ClientReliablePlaySound (sound ASound, optional bool bVolumeControl ))
|  | ClientRestart (Pawn aPawn, Name currentState))
|  | ClientSetBehindView (bool B, optional bool bInteractive))
|  | ClientSetFixedCamera (bool B))
|  | ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType))
|  | ClientSetMusic (string NewSong, EMusicTransition NewTransition ))
|  | ClientSetViewTarget (Actor a ))
|  | ClientShake (vector ShakeRoll, vector OffsetMag, vector ShakeRate, float OffsetTime))
|  | ClientStopForceFeedback (optional String EffectName ))
|  | ClientTravel (string URL, ETravelType TravelType, bool bItems)
|  | ClientUpdatePosition ()))
|  | ClientValidate (string C)
|  | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID))
| int | CompressAccel (int C))
| string | ConsoleCommand (string Command)
|  | CopyToClipboard (string Text)
|  | CreateCameraEffect (class<CameraEffect> EffectClass))
|  | DemoClientSetHUD (class<HUD> newHUDClass, class newScoringClass ))
|  | Destroyed ()))
|  | EndState ())) Dead
|  | EndState ())) PlayerClimbing
|  | EndState ())) PlayerSpidering
|  | EndState ())) PlayerWaiting
|  | EndState ())) PlayerWalking
|  | EndState ())) Spectating
|  | EndState ())) WaitingForPawn
|  | EndZoom ()))
|  | FindGoodView ())) Dead
|  | FindGoodView ())) GameEnded
|  | Fire (optional float F )) Dead
|  | Fire (optional float F )) GameEnded
|  | Fire (optional float F)) PlayerWaiting
|  | Fire (optional float F )) Scripting
|  | Fire (optional float F )) Spectating
|  | Fire (optional float F )) WaitingForPawn
|  | FixFOV ()))
|  | ForceAdmin ()))
|  | ForceDeathUpdate ()))
|  | ForceReload ()))
|  | FOV (float F))
|  | GainedChild (Actor Other ))
|  | GameSaved ()
| string | GetDefaultURL (string Option)
| LevelInfo | GetEntryLevel ()
| int | GetFacingDirection ()))
| SavedMove | GetFreeMove ()))
| string | GetPlayerNetworkAddress ()
| string | GetServerNetworkAddress ()
| Pawn | GetTravelPawn ()))
| string | GetURLProtocol ()
| rotator | GetViewRotation ()))
|  | GivePawn (Pawn NewPawn))
|  | HandleWalking ()))
|  | InitInputSystem ()))
| bool | IsDead ()))
| bool | IsDead ())) Dead
| bool | IsFriendly (Actor Other))
| bool | IsFriendlyPRI (PlayerReplicationInfo OtherPRI))
| bool | IsSpectating ()))
| bool | IsSpectating ())) BaseSpectating
| bool | IsSpectating ())) GameEnded
|  | Jump (optional float F ))
|  | Jump (optional float F )) PlayerWaiting
|  | LeaveVoiceChat ()
|  | LoadPlayers ()))
|  | LocalTravel (string URL ))
|  | 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 )) GameEnded
|  | 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 )) WaitingForPawn
|  | LostChild (Actor Other))
|  | MakeAdmin ()))
|  | MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool NewbDoubleJump, bool NewbJetpack, EDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ))
|  | Mutate (string MutateString))
|  | Name (coerce string S ))
|  | NextWeapon ()))
| bool | NotifyHitWall (vector HitNormal, actor HitActor)) PlayerSpidering
| bool | NotifyLanded (vector HitNormal))
| bool | NotifyLanded (vector HitNormal)) PlayerSpidering
| bool | NotifyLanded (vector HitNormal)) PlayerSwimming
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerClimbing
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerSpidering
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerSwimming
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerWalking
|  | OnFinishedPrecaching ()))
|  | onMessage (Message msg))
|  | OpenMenu (string theMenu ))
| string | PasteFromClipboard ()
|  | Pause ()))
|  | PawnDied (Pawn P))
|  | PendingStasis ()))
|  | PlayAnnouncement (sound ASound, byte AnnouncementLevel, optional bool bForce))
|  | PlayBeepSound ()
|  | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|  | PlayerMove (float DeltaTime)
|  | PlayerMove (float DeltaTime)) BaseSpectating
|  | PlayerMove (float DeltaTime)) Dead
|  | PlayerMove (float DeltaTime)) GameEnded
|  | PlayerMove (float DeltaTime )) PlayerClimbing
|  | PlayerMove (float DeltaTime)) PlayerFlying
|  | PlayerMove (float DeltaTime)) PlayerRocketing
|  | PlayerMove (float DeltaTime )) PlayerSpidering
|  | PlayerMove (float DeltaTime)) PlayerSwimming
|  | PlayerMove (float DeltaTime )) PlayerWalking
|  | PlayerTick (float DeltaTime ))
|  | PlayerTick (float DeltaTime)) WaitingForPawn
|  | Possess (Pawn aPawn))
|  | PostBeginPlay ()))
|  | PreBeginPlay ()))
|  | PreClientTravel ()))
|  | PrevItem ()))
|  | PrevWeapon ()))
|  | ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
|  | ProcessMove (float DeltaTime, vector newAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot))
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) BaseSpectating
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerClimbing
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerSpidering
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerSwimming
|  | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerWalking
| function | ProgressCommand (string Cmd, string Msg1, string Msg2, int seconds))
|  | QuickLoad ()))
|  | QuickSave ()))
|  | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Object OptionalObject, optional String OptionalString ))
|  | RemoveCameraEffect (CameraEffect ExEffect))
|  | ReplicateMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot ))
|  | ReportAdmin ()))
|  | Reset ()))
|  | ResetFOV ()))
|  | ResetKeyboard ()
|  | Restart ()))
|  | RestartLevel ()))
|  | RocketServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ))
|  | RocketServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View )) PlayerRocketing
| bool | SaveGameExists (string SaveGameName)
|  | Say (string Msg ))
|  | ServerAdminLogin (string CmdLine ))
|  | ServerChangeVoiceChatter (PlayerController Player, int IpAddr, int Handle, bool Add ))
|  | ServerDrive (float InForward, float InStrafe, float InUp, bool InJump))
|  | ServerGetVoiceChatters (PlayerController Player ))
|  | ServerGivePawn ()))
|  | 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 ))
|  | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ))
Dead
|  | 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 ))
GameEnded
|  | 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 ))
PlayerRocketing
|  | ServerRestartGame ()))
|  | ServerReStartGame ())) GameEnded
|  | ServerReStartPlayer ())) Dead
|  | ServerReStartPlayer ())) GameEnded
|  | ServerRestartPlayer ())) PlayerWaiting
|  | ServerSetClientDemo ()))
|  | ServerSetHandedness (float hand))
|  | ServerSpectateSpeed (Float F))
|  | ServerThrowWeapon ()))
|  | ServerToggleBehindView ()))
|  | ServerUpdatePing (int NewPing))
|  | ServerUse ()))
|  | ServerUTrace ()))
|  | ServerValidationResponse (string R)
|  | ServerVerifyViewTarget ()))
|  | ServerViewNextPlayer ()))
|  | ServerViewSelf ()))
|  | SetCinematicMode (bool bCinematic)
|  | SetFOV (float NewFOV))
|  | SetFOVAngle (float newFOV))
|  | SetHand (int IntValue))
|  | SetMouseAccel (float F))
|  | SetMouseSmoothing (int Mode ))
|  | SetName (coerce string S))
|  | SetNetSpeed (int NewSpeed)
| bool | SetPause (BOOL bPause ))
|  | SetProgressMessage (int Index, string S, color C ))
|  | SetProgressTime (float T ))
|  | SetSensitivity (float F))
|  | SetSpectateSpeed (Float F))
|  | SetViewTarget (Actor NewViewTarget)
|  | SetWeaponHand (string S ))
|  | ShakeView (float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime))
|  | ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
|  | ShortServerMove (float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View, bool NewbJetpack ))
|  | showEscapeMenu ()))
|  | ShowGun ()))
|  | ShowMenu ()))
|  | ShowSubtitle (String Subtitle, float lifetime)
|  | SpawnDefaultHUD ()))
|  | Speech (name Type, int Index, string Callsign ))
|  | StartClientDemoRec ()))
|  | StartZoom ()))
|  | StopForceFeedback (optional String EffectName ))
|  | StopZoom ()))
|  | Suicide ()))
|  | Suicide ())) PlayerWaiting
|  | SwitchLevel (string URL ))
|  | SwitchWeapon (byte F ))
|  | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type ))
|  | TeamSay (string Msg ))
|  | ThrowWeapon ()))
|  | ThrowWeapon ())) GameEnded
|  | Timer ())) Dead
|  | Timer ())) GameEnded
|  | Timer ())) PlayerSwimming
|  | Timer ())) WaitingForPawn
|  | ToggleBehindView ()))
|  | ToggleZoom ()))
|  | TravelPostAccept ()))
|  | TurnAround ()))
| bool | TurnTowardNearestEnemy ()
|  | Typing (bool bTyping ))
|  | UnPossess ()))
| float | UpdateFlashComponent (float Current, float Step, float goal))
|  | UpdateRotation (float DeltaTime, float maxPitch))
|  | UpdateRotation (float DeltaTime, float maxPitch)) PlayerSpidering
|  | Use ()))
|  | UTrace ()))
|  | VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
|  | ViewFlash (float DeltaTime))
|  | ViewShake (float DeltaTime))
| bool | WantsSmoothedView ())) PlayerSwimming

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

Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary

BaseSpectating Source code
state BaseSpectating

IsSpectating, PlayerMove, ProcessMove

Dead Source code
state Dead

AltFire, BeginState, EndState, FindGoodView, Fire, IsDead, PlayerMove, ServerMove, ServerReStartPlayer, Timer

GameEnded Source code
state GameEnded

AltFire, BeginState, FindGoodView, Fire, IsSpectating, LongClientAdjustPosition, PlayerMove, ServerMove, ServerReStartGame, ServerReStartPlayer, ThrowWeapon, Timer

PlayerClimbing Source code
state PlayerClimbing

BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove

PlayerFlying Source code
state PlayerFlying

BeginState, PlayerMove

PlayerRocketing Source code
state PlayerRocketing

BeginState, PlayerMove, RocketServerMove, ServerMove

PlayerSpidering Source code
state PlayerSpidering

BeginState, EndState, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, UpdateRotation

PlayerSwimming Source code
state PlayerSwimming

BeginState, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, Timer, WantsSmoothedView

PlayerWaiting Source code
auto state PlayerWaiting extends BaseSpectating

AltFire, BeginState, ChangeTeam, EndState, Fire, Jump, ServerRestartPlayer, Suicide

PlayerWalking Source code
state PlayerWalking

BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove

Scripting Source code
state Scripting

AltFire, Fire

Spectating Source code
state Spectating extends BaseSpectating

AltFire, BeginState, EndState, Fire

WaitingForPawn Source code
state WaitingForPawn extends BaseSpectating

AltFire, BeginState, EndState, Fire, LongClientAdjustPosition, PlayerTick, Timer

Variables Detail

#### aBaseX Source code

var input float aBaseX;

#### aBaseY Source code

var input float aBaseY;

#### aBaseZ Source code

var input float aBaseZ;

#### AdminManager Source code

var transient AdminBase AdminManager;

#### aForward Source code

var input float aForward;

#### AimingHelp Source code

var globalconfig float AimingHelp;

#### aLookUp Source code

var input float aLookUp;

#### aMouseX Source code

var input float aMouseX;

#### aMouseY Source code

var input float aMouseY;

#### AnnouncerLevel Source code

var globalconfig byte AnnouncerLevel;

#### AnnouncerVolume Source code

var globalconfig byte AnnouncerVolume;

#### aStrafe Source code

var input float aStrafe;

#### aTurn Source code

var input float aTurn;

#### aUp Source code

var input float aUp;

#### bAllActorsRelevant Source code

var const bool bAllActorsRelevant;

#### bAlwaysLevel Source code

var globalconfig bool bAlwaysLevel;

#### bAlwaysMouseLook Source code

var globalconfig bool bAlwaysMouseLook;

#### bAutoTaunt Source code

var globalconfig bool bAutoTaunt;

#### bBehindView Source code

var bool bBehindView;

#### bBlockCloseCamera Source code

var bool bBlockCloseCamera;

#### bCameraPositionLocked Source code

var bool bCameraPositionLocked;

#### bCenterView Source code

var bool bCenterView;

#### bCheatFlying Source code

var bool bCheatFlying;

#### bClientDemo Source code

var bool bClientDemo;

#### bDoubleJump Source code

var bool bDoubleJump;

#### bDynamicNetSpeed Source code

var globalconfig bool bDynamicNetSpeed;

#### bFixedCamera Source code

var bool bFixedCamera;

#### bForcePrecache Source code

var bool bForcePrecache;

#### bFreeCamera Source code

var bool bFreeCamera;

#### bFreeLook Source code

var input byte bFreeLook;

#### bFrozen Source code

var bool bFrozen;

#### bIsTyping Source code

var bool bIsTyping;

#### bJumpStatus Source code

var bool bJumpStatus;

#### bKeyboardLook Source code

var globalconfig bool bKeyboardLook;

#### BlendedTargetViewRotation Source code

var rotator BlendedTargetViewRotation;

#### bLook Source code

var input byte bLook;

#### bLookUpStairs Source code

var globalconfig bool bLookUpStairs;

#### bManualFogUpdate Source code

var bool bManualFogUpdate;

#### bNeverSwitchOnPickup Source code

var globalconfig bool bNeverSwitchOnPickup;

#### bNoAutoTaunts Source code

var globalconfig bool bNoAutoTaunts;

#### bNoMatureLanguage Source code

var globalconfig bool bNoMatureLanguage;

#### bNoVoiceMessages Source code

var globalconfig bool bNoVoiceMessages;

#### bNoVoiceTaunts Source code

var globalconfig bool bNoVoiceTaunts;

#### bPendingDestroy Source code

var bool bPendingDestroy;

#### bPressedJump Source code

var bool bPressedJump;

#### bSetTurnRot Source code

var bool bSetTurnRot;

#### bShortConnectTimeOut Source code

var bool bShortConnectTimeOut;

#### bSnapLevel Source code

var input byte bSnapLevel;

#### bSnapToLevel Source code

var globalconfig bool bSnapToLevel;

#### bStrafe Source code

var input byte bStrafe;

#### bTurn180 Source code

var input byte bTurn180;

#### bTurnToNearest Source code

var input byte bTurnToNearest;

#### bUpdatePosition Source code

var bool bUpdatePosition;

#### bUpdating Source code

var bool bUpdating;

#### bValidBehindCamera Source code

var bool bValidBehindCamera;

#### bViewBot Source code

var bool bViewBot;

#### bXAxis Source code

var input byte bXAxis;

#### bYAxis Source code

var input byte bYAxis;

#### bZeroRoll Source code

var bool bZeroRoll;

#### bZooming Source code

var bool bZooming;

#### CameraDist Source code

var float CameraDist;

#### CameraEffects Source code

var transient array<CameraEffect> CameraEffects;

#### CheatClass Source code

var class<CheatManager> CheatClass;

#### CheatManager Source code

var transient CheatManager CheatManager;

#### CinematicShakeOffset Source code

var vector CinematicShakeOffset;

#### CinematicShakeRotate Source code

var rotator CinematicShakeRotate;

#### ClientCap Source code

var int ClientCap;

#### ClientUpdateTime Source code

var float ClientUpdateTime;

#### ConstantGlowFog Source code

var vector ConstantGlowFog;

#### ConstantGlowScale Source code

var float ConstantGlowScale;

#### CurrentDistanceFogEnd Source code

var float CurrentDistanceFogEnd;

#### CurrentTimeStamp Source code

var float CurrentTimeStamp;

#### DefaultFOV Source code

var globalconfig float DefaultFOV;

#### DemoViewer Source code

var PlayerController DemoViewer;

#### DesiredFOV Source code

var globalconfig float DesiredFOV;

#### DoubleClickDir Source code

var EDoubleClickDir DoubleClickDir;

#### DynamicPingThreshold Source code

var globalconfig float DynamicPingThreshold;

#### EnemyTurnSpeed Source code

var config int EnemyTurnSpeed;

#### ExactPing Source code

var float ExactPing;

#### ExShowFlags Source code

var int ExShowFlags;

#### FailedPathStart Source code

var const vector FailedPathStart;

#### FixedLocation Source code

var vector FixedLocation;

#### FixedRotation Source code

var rotator FixedRotation;

#### FlashFog Source code

var vector FlashFog;

#### FlashScale Source code

var vector FlashScale;

#### ForcePrecacheTime Source code

var float ForcePrecacheTime;

#### FOVBias Source code

var float FOVBias;

#### FreeMoves Source code

var SavedMove FreeMoves;

#### GameReplicationInfo Source code

var GameReplicationInfo GameReplicationInfo;

#### GroundPitch Source code

var int GroundPitch;

#### InputClass Source code

var config class<PlayerInput> InputClass;

#### LastDistanceFogColor Source code

var color LastDistanceFogColor;

#### LastDistanceFogEnd Source code

var float LastDistanceFogEnd;

#### LastDistanceFogStart Source code

var float LastDistanceFogStart;

#### LastPingUpdate Source code

var float LastPingUpdate;

#### LastPlaySound Source code

var float LastPlaySound;

#### LastPlaySpeech Source code

var float LastPlaySpeech;

#### LastUpdateTime Source code

var float LastUpdateTime;

#### LastZone Source code

var int LastZone;

#### LocalMessageClass Source code

var class<LocalMessage> LocalMessageClass;

#### LoginDelay Source code

var float LoginDelay;

#### MaxResponseTime Source code

var globalconfig float MaxResponseTime;

#### MaxShakeOffset Source code

var vector MaxShakeOffset;

#### MaxShakeRoll Source code

var float MaxShakeRoll;

#### MaxTimeMargin Source code

var globalconfig float MaxTimeMargin;

#### Misc1 Source code

var int Misc1;

#### Misc2 Source code

var int Misc2;

#### myHUD Source code

var HUD myHUD;

#### NextLoginTime Source code

var float NextLoginTime;

#### NextSpeedChange Source code

var float NextSpeedChange;

#### NoPauseMessage Source code

var localized string NoPauseMessage;

#### OldCameraLoc Source code

var vector OldCameraLoc;

#### OldCameraRot Source code

var rotator OldCameraRot;

#### OldFloor Source code

var vector OldFloor;

#### OldPing Source code

var float OldPing;

#### OrthoZoom Source code

var float OrthoZoom;

#### OwnCamera Source code

var localized string OwnCamera;

#### PendingMove Source code

var SavedMove PendingMove;

#### Player Source code

var const player Player;

#### PlayerInput Source code

var private transient PlayerInput PlayerInput;

#### PlayerSecurity Source code

var Security PlayerSecurity;

#### ProgressColor[4] Source code

var color ProgressColor[4];

#### ProgressMessage[4] Source code

var string ProgressMessage[4];

#### ProgressTimeOut Source code

var float ProgressTimeOut;

#### QuickSaveName Source code

var localized string QuickSaveName;

#### QuickSaveString Source code

var localized string QuickSaveString;

#### RealViewTarget Source code

var const Controller RealViewTarget;

#### RenderWorldToCamera Source code

var Matrix RenderWorldToCamera;

#### RendMap Source code

var int RendMap;

#### SavedMoves Source code

var SavedMove SavedMoves;

#### ServerTimeStamp Source code

var float ServerTimeStamp;

#### ShakeOffset Source code

var vector ShakeOffset;

#### ShakeOffsetRate Source code

var vector ShakeOffsetRate;

#### ShakeOffsetTime Source code

var vector ShakeOffsetTime;

#### ShakeRollRate Source code

var float ShakeRollRate;

#### ShakeRollTime Source code

var float ShakeRollTime;

#### ShowFlags Source code

var int ShowFlags;

#### Song Source code

var string Song;

#### SpectateSpeed Source code

var float SpectateSpeed;

#### StatsPassword Source code

var globalconfig string StatsPassword;

#### StatsUsername Source code

var globalconfig string StatsUsername;

#### TargetEyeHeight Source code

var float TargetEyeHeight;

#### TargetViewRotation Source code

var rotator TargetViewRotation;

#### TargetWeaponViewOffset Source code

var vector TargetWeaponViewOffset;

#### TimeMargin Source code

var float TimeMargin;

#### TimeSinceLastFogChange Source code

var float TimeSinceLastFogChange;

#### Transition Source code

var EMusicTransition Transition;

#### TurnRot180 Source code

var rotator TurnRot180;

#### TurnTarget Source code

var Pawn TurnTarget;

#### UseFixedVisibility Source code

var bool UseFixedVisibility;

#### ViewingFrom Source code

var localized string ViewingFrom;

#### ViewTarget Source code

var const actor ViewTarget;

#### VoteReplicationInfo Source code

var VotingReplicationInfoBase VoteReplicationInfo;

#### WaitDelay Source code

var float WaitDelay;

#### WeaponUpdate Source code

var int WeaponUpdate;

#### ZoomLevel Source code

var float ZoomLevel;

### ForceFeedback

#### bEnableDamageForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnableDamageForceFeedback;

#### bEnableGUIForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnableGUIForceFeedback;

#### bEnablePickupForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnablePickupForceFeedback;

#### bEnableWeaponForceFeedback Source code

var(ForceFeedback) globalconfig bool bEnableWeaponForceFeedback;

#### bForceFeedbackSupported Source code

var(ForceFeedback) bool bForceFeedbackSupported;

Functions Detail

#### ActivateInventoryItem Source code

exec function ActivateInventoryItem ( class InvItem ) )

#### ActivateItem Source code

exec function ActivateItem ( ) )

#### AddCameraEffect Source code

event AddCameraEffect ( CameraEffect NewEffect,optional bool RemoveExisting) )

#### AddCheats Source code

function AddCheats ( ) )

#### AdjustView Source code

function AdjustView ( float DeltaTime ) )

#### Admin Source code

exec function Admin ( string CommandLine ) )

#### AdminCommand Source code

function AdminCommand ( string CommandLine ) )

#### AdminLogin Source code

exec function AdminLogin ( string CmdLine) )

#### AdminLogout Source code

exec function AdminLogout ( ) )

#### AdminPromote Source code

exec function AdminPromote ( string TargetPlayerName) )

#### AdminReply Source code

function AdminReply ( string Reply ) )

#### AltFire 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 PlayerWaiting Source code

exec function AltFire ( optional float F) )

#### AltFire Scripting Source code

exec function AltFire ( optional float F ) )

#### AltFire Spectating Source code

exec function AltFire ( optional float F ) )

#### AltFire WaitingForPawn Source code

exec function AltFire ( optional float F ) )

#### AskForPawn Source code

function AskForPawn ( ) )

#### BeginState Dead Source code

function BeginState ( ) )

#### BeginState GameEnded Source code

function BeginState ( ) )

#### BeginState PlayerClimbing Source code

function BeginState ( ) )

#### BeginState PlayerFlying Source code

function BeginState ( ) )

#### BeginState PlayerRocketing Source code

function BeginState ( ) )

#### BeginState PlayerSpidering Source code

function BeginState ( ) )

#### BeginState PlayerSwimming Source code

function BeginState ( ) )

#### BeginState PlayerWaiting Source code

function BeginState ( ) )

#### BeginState PlayerWalking Source code

function BeginState ( ) )

#### BeginState Spectating Source code

function BeginState ( ) )

#### BeginState WaitingForPawn Source code

function BeginState ( ) )

#### BehindView Source code

exec function BehindView ( Bool B ) )

#### BlendRot Source code

function int BlendRot ( float DeltaTime, int BlendC, int NewC) )

#### CalcBehindView Source code

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

#### CalcFirstPersonView Source code

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

#### CanRestartPlayer Source code

function bool CanRestartPlayer ( ) )

#### ChangeAlwaysMouseLook Source code

function ChangeAlwaysMouseLook ( Bool B) )

#### ChangedWeapon Source code

function ChangedWeapon ( ) )

#### ChangeName Source code

function ChangeName ( coerce string S ) )

#### ChangeStairLook Source code

function ChangeStairLook ( bool B ) )

#### ChangeTeam Source code

exec function ChangeTeam ( int N, optional bool bAdminOverride ) )

#### ChangeTeam PlayerWaiting Source code

exec function ChangeTeam ( int N, optional bool bAdminOverride ) )

#### ChangeVoiceChatter Source code

native final function ChangeVoiceChatter ( int IpAddr, int Handle, bool Add )

#### CheckCullDistance Source code

native final function bool CheckCullDistance ( vector Location, float CullDistance )

#### CheckShake Source code

function CheckShake ( out float MaxOffset, out float Offset, out float Rate, out float Time) )

#### CleanOutSavedMoves Source code

function CleanOutSavedMoves ( ) )

#### ClearDoubleClick Source code

function ClearDoubleClick ( ) )

#### ClearProgressMessages Source code

exec function ClearProgressMessages ( ) )

#### ClientAdjustGlow Source code

function ClientAdjustGlow ( float scale, vector fog ) )

#### ClientAdjustPosition Source code

function ClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ) )

#### ClientCapBandwidth Source code

function ClientCapBandwidth ( int Cap) )

#### ClientChangeVoiceChatter Source code

simulated function ClientChangeVoiceChatter ( int IpAddr, int Handle, bool Add ) )

#### ClientCloseMenu Source code

event ClientCloseMenu ( optional bool bCloseAll) )

#### ClientFlash Source code

function ClientFlash ( float scale, vector fog ) )

#### ClientGotoState Source code

function ClientGotoState ( name NewState, optional name NewLabel) )

#### ClientHearSound Source code

native event INT ClientHearSound ( actor Actor, S, vector SoundLocation, vector Parameters, float InnerRadius, int Flags, FLOAT FadeInTime, bool Attenuate )

#### ClientLeaveVoiceChat Source code

simulated function ClientLeaveVoiceChat ( ) )

#### ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

#### ClientOpenMenu Source code

event ClientOpenMenu ( string MenuClass, optional string MenuName, optional bool bDisconnect,optional string Msg1, optional string Msg2, optional int Msg3) )

#### ClientPlayForceFeedback Source code

simulated function ClientPlayForceFeedback ( String EffectName ) )

#### ClientPlaySound Source code

simulated function ClientPlaySound ( sound ASound, optional bool bVolumeControl, optional float inAtten )

#### ClientReliablePlaySound Source code

simulated function ClientReliablePlaySound ( sound ASound, optional bool bVolumeControl ) )

#### ClientRestart Source code

function ClientRestart ( Pawn aPawn, Name currentState) )

#### ClientSetBehindView Source code

function ClientSetBehindView ( bool B, optional bool bInteractive) )

#### ClientSetFixedCamera Source code

function ClientSetFixedCamera ( bool B) )

#### ClientSetHUD Source code

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

#### ClientSetMusic Source code

function ClientSetMusic ( string NewSong, EMusicTransition NewTransition ) )

#### ClientSetViewTarget Source code

event ClientSetViewTarget ( Actor a ) )

#### ClientShake Source code

private function ClientShake ( vector ShakeRoll, vector OffsetMag, vector ShakeRate, float OffsetTime) )

#### ClientStopForceFeedback Source code

function ClientStopForceFeedback ( optional String EffectName ) )

#### ClientTravel Source code

native event ClientTravel ( string URL, ETravelType TravelType, bool bItems )

#### ClientUpdatePosition Source code

function ClientUpdatePosition ( ) )

#### ClientValidate Source code

private native event ClientValidate ( string C )

#### ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) )

#### CompressAccel Source code

function int CompressAccel ( int C) )

#### ConsoleCommand Source code

native function string ConsoleCommand ( string Command )

#### CopyToClipboard Source code

native function CopyToClipboard ( string Text )

#### CreateCameraEffect Source code

exec function CreateCameraEffect ( class<CameraEffect> EffectClass) )

#### DemoClientSetHUD Source code

simulated function DemoClientSetHUD ( class<HUD> newHUDClass, class<Scoreboard> newScoringClass ) )

#### Destroyed Source code

simulated event Destroyed ( ) )

#### EndState Dead Source code

function EndState ( ) )

#### EndState PlayerClimbing Source code

function EndState ( ) )

#### EndState PlayerSpidering Source code

function EndState ( ) )

#### EndState PlayerWaiting Source code

function EndState ( ) )

#### EndState PlayerWalking Source code

function EndState ( ) )

#### EndState Spectating Source code

function EndState ( ) )

#### EndState WaitingForPawn Source code

function EndState ( ) )

#### EndZoom Source code

function EndZoom ( ) )

#### FindGoodView Dead Source code

function FindGoodView ( ) )

#### FindGoodView GameEnded Source code

function FindGoodView ( ) )

#### Fire Dead Source code

exec function Fire ( optional float F ) )

#### Fire GameEnded Source code

exec function Fire ( optional float F ) )

#### Fire PlayerWaiting Source code

exec function Fire ( optional float F) )

#### Fire Scripting Source code

exec function Fire ( optional float F ) )

#### Fire Spectating Source code

exec function Fire ( optional float F ) )

#### Fire WaitingForPawn Source code

exec function Fire ( optional float F ) )

#### FixFOV Source code

function FixFOV ( ) )

#### ForceAdmin Source code

function ForceAdmin ( ) )

#### ForceDeathUpdate Source code

function ForceDeathUpdate ( ) )

#### ForceReload Source code

exec function ForceReload ( ) )

#### FOV Source code

exec function FOV ( float F) )

#### GainedChild Source code

simulated event GainedChild ( Actor Other ) )

#### GameSaved Source code

event GameSaved ( )

#### GetDefaultURL Source code

native final function string GetDefaultURL ( string Option )

#### GetEntryLevel Source code

native final function LevelInfo GetEntryLevel ( )

#### GetFacingDirection Source code

function int GetFacingDirection ( ) )

#### GetFreeMove Source code

final function SavedMove GetFreeMove ( ) )

#### GetPlayerNetworkAddress Source code

native final function string GetPlayerNetworkAddress ( )

#### GetServerNetworkAddress Source code

native final function string GetServerNetworkAddress ( )

#### GetTravelPawn Source code

event Pawn GetTravelPawn ( ) )

#### GetURLProtocol Source code

native final function string GetURLProtocol ( )

#### GetViewRotation Source code

simulated function rotator GetViewRotation ( ) )

#### GivePawn Source code

function GivePawn ( Pawn NewPawn) )

#### HandleWalking Source code

function HandleWalking ( ) )

#### InitInputSystem Source code

event InitInputSystem ( ) )

#### IsDead Source code

function bool IsDead ( ) )

#### IsDead Dead Source code

function bool IsDead ( ) )

#### IsFriendly Source code

function bool IsFriendly ( Actor Other) )

#### IsFriendlyPRI Source code

function bool IsFriendlyPRI ( PlayerReplicationInfo OtherPRI) )

#### IsSpectating Source code

function bool IsSpectating ( ) )

#### IsSpectating BaseSpectating Source code

function bool IsSpectating ( ) )

#### IsSpectating GameEnded Source code

function bool IsSpectating ( ) )

#### Jump Source code

exec function Jump ( optional float F ) )

#### Jump PlayerWaiting Source code

exec function Jump ( optional float F ) )

#### LeaveVoiceChat Source code

native final function LeaveVoiceChat ( )

#### LoadPlayers Source code

function LoadPlayers ( ) )

#### LocalTravel Source code

exec function LocalTravel ( string URL ) )

#### 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 GameEnded 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 WaitingForPawn 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 ) )

#### LostChild Source code

simulated event LostChild ( Actor Other) )

#### MakeAdmin Source code

function MakeAdmin ( ) )

#### MoveAutonomous Source code

final function MoveAutonomous ( float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool NewbDoubleJump, bool NewbJetpack, EDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ) )

#### Mutate Source code

exec function Mutate ( string MutateString) )

#### Name Source code

exec function Name ( coerce string S ) )

#### NextWeapon Source code

exec function NextWeapon ( ) )

#### NotifyHitWall PlayerSpidering Source code

event bool NotifyHitWall ( vector HitNormal, actor HitActor) )

#### NotifyLanded Source code

function bool NotifyLanded ( vector HitNormal) )

#### NotifyLanded PlayerSpidering Source code

function bool NotifyLanded ( vector HitNormal) )

#### NotifyLanded PlayerSwimming Source code

function bool NotifyLanded ( vector HitNormal) )

#### NotifyPhysicsVolumeChange PlayerClimbing Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

#### NotifyPhysicsVolumeChange PlayerSpidering Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

#### NotifyPhysicsVolumeChange PlayerSwimming Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

#### NotifyPhysicsVolumeChange PlayerWalking Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

#### OnFinishedPrecaching Source code

simulated event OnFinishedPrecaching ( ) )

#### onMessage Source code

function onMessage ( Message msg) )

#### OpenMenu Source code

exec function OpenMenu ( string theMenu ) )

#### PasteFromClipboard Source code

native function string PasteFromClipboard ( )

#### Pause Source code

exec function Pause ( ) )

#### PawnDied Source code

function PawnDied ( Pawn P) )

#### PendingStasis Source code

function PendingStasis ( ) )

#### PlayAnnouncement Source code

simulated function PlayAnnouncement ( sound ASound, byte AnnouncementLevel, optional bool bForce) )

#### PlayBeepSound Source code

simulated function PlayBeepSound ( )

#### PlayerCalcView Source code

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

#### PlayerMove Source code

function PlayerMove ( float DeltaTime )

#### PlayerMove BaseSpectating Source code

function PlayerMove ( float DeltaTime) )

#### PlayerMove Dead Source code

function PlayerMove ( float DeltaTime) )

#### PlayerMove GameEnded Source code

function PlayerMove ( float DeltaTime) )

#### PlayerMove PlayerClimbing Source code

function PlayerMove ( float DeltaTime ) )

#### PlayerMove PlayerFlying Source code

function PlayerMove ( float DeltaTime) )

#### PlayerMove PlayerRocketing Source code

function PlayerMove ( float DeltaTime) )

#### PlayerMove PlayerSpidering Source code

function PlayerMove ( float DeltaTime ) )

#### PlayerMove PlayerSwimming Source code

function PlayerMove ( float DeltaTime) )

#### PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime ) )

#### PlayerTick Source code

event PlayerTick ( float DeltaTime ) )

#### PlayerTick WaitingForPawn Source code

function PlayerTick ( float DeltaTime) )

#### Possess Source code

function Possess ( Pawn aPawn) )

#### PostBeginPlay Source code

event PostBeginPlay ( ) )

#### PreBeginPlay Source code

event PreBeginPlay ( ) )

#### PreClientTravel Source code

event PreClientTravel ( ) )

#### PrevItem Source code

exec function PrevItem ( ) )

#### PrevWeapon Source code

exec function PrevWeapon ( ) )

#### ProcessDrive Source code

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

#### ProcessMove Source code

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

#### ProcessMove BaseSpectating Source code

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

#### ProcessMove PlayerClimbing Source code

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

#### ProcessMove PlayerSpidering Source code

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

#### ProcessMove PlayerSwimming Source code

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

#### ProcessMove PlayerWalking Source code

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

#### ProgressCommand Source code

event function ProgressCommand ( string Cmd, string Msg1, string Msg2, int seconds) )

#### QuickLoad Source code

exec function QuickLoad ( ) )

#### QuickSave Source code

exec function QuickSave ( ) )

#### ReceiveLocalizedMessage Source code

simulated event ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Object OptionalObject, optional String OptionalString ) )

#### RemoveCameraEffect Source code

event RemoveCameraEffect ( CameraEffect ExEffect) )

#### ReplicateMove Source code

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

#### ReportAdmin Source code

function ReportAdmin ( ) )

#### Reset Source code

function Reset ( ) )

#### ResetFOV Source code

function ResetFOV ( ) )

#### ResetKeyboard Source code

native(544) final function ResetKeyboard ( )

#### Restart Source code

function Restart ( ) )

#### RestartLevel Source code

exec function RestartLevel ( ) )

#### RocketServerMove Source code

function RocketServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ) )

#### RocketServerMove PlayerRocketing Source code

function RocketServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ) )

#### SaveGameExists Source code

native function bool SaveGameExists ( string SaveGameName )

#### Say Source code

exec function Say ( string Msg ) )

#### ServerAdminLogin Source code

function ServerAdminLogin ( string CmdLine ) )

#### ServerChangeVoiceChatter Source code

event ServerChangeVoiceChatter ( PlayerController Player, int IpAddr, int Handle, bool Add ) )

#### ServerDrive Source code

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

#### ServerGetVoiceChatters Source code

event ServerGetVoiceChatters ( PlayerController Player ) )

#### ServerGivePawn Source code

function ServerGivePawn ( ) )

#### ServerMove 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 ) )

#### ServerMove Dead Source code

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

#### ServerMove GameEnded 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 ) )

#### ServerMove PlayerRocketing 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 ) )

#### ServerRestartGame Source code

function ServerRestartGame ( ) )

#### ServerReStartGame GameEnded Source code

function ServerReStartGame ( ) )

#### ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( ) )

#### ServerReStartPlayer GameEnded Source code

function ServerReStartPlayer ( ) )

#### ServerRestartPlayer PlayerWaiting Source code

function ServerRestartPlayer ( ) )

#### ServerSetClientDemo Source code

function ServerSetClientDemo ( ) )

#### ServerSetHandedness Source code

function ServerSetHandedness ( float hand) )

#### ServerSpectateSpeed Source code

function ServerSpectateSpeed ( Float F) )

#### ServerThrowWeapon Source code

function ServerThrowWeapon ( ) )

#### ServerToggleBehindView Source code

function ServerToggleBehindView ( ) )

#### ServerUpdatePing Source code

function ServerUpdatePing ( int NewPing) )

#### ServerUse Source code

function ServerUse ( ) )

#### ServerUTrace Source code

function ServerUTrace ( ) )

#### ServerValidationResponse Source code

private native event ServerValidationResponse ( string R )

#### ServerVerifyViewTarget Source code

function ServerVerifyViewTarget ( ) )

#### ServerViewNextPlayer Source code

function ServerViewNextPlayer ( ) )

#### ServerViewSelf Source code

function ServerViewSelf ( ) )

#### SetCinematicMode Source code

function SetCinematicMode ( bool bCinematic )

#### SetFOV Source code

function SetFOV ( float NewFOV) )

#### SetFOVAngle Source code

function SetFOVAngle ( float newFOV) )

#### SetHand Source code

function SetHand ( int IntValue) )

#### SetMouseAccel Source code

exec function SetMouseAccel ( float F) )

#### SetMouseSmoothing Source code

exec function SetMouseSmoothing ( int Mode ) )

#### SetName Source code

exec function SetName ( coerce string S) )

#### SetNetSpeed Source code

native final function SetNetSpeed ( int NewSpeed )

#### SetPause Source code

function bool SetPause ( BOOL bPause ) )

#### SetProgressMessage Source code

exec event SetProgressMessage ( int Index, string S, color C ) )

#### SetProgressTime Source code

exec event SetProgressTime ( float T ) )

#### SetSensitivity Source code

exec function SetSensitivity ( float F) )

#### SetSpectateSpeed Source code

exec function SetSpectateSpeed ( Float F) )

#### SetViewTarget Source code

native final function SetViewTarget ( Actor NewViewTarget )

#### SetWeaponHand Source code

exec function SetWeaponHand ( string S ) )

#### ShakeView Source code

function ShakeView ( float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime) )

#### ShortClientAdjustPosition Source code

function ShortClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

#### ShortServerMove Source code

function ShortServerMove ( float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View, bool NewbJetpack ) )

#### showEscapeMenu Source code

exec function showEscapeMenu ( ) )

#### ShowGun Source code

exec function ShowGun ( ) )

#### ShowMenu Source code

exec function ShowMenu ( ) )

#### ShowSubtitle Source code

event ShowSubtitle ( String Subtitle, float lifetime )

#### SpawnDefaultHUD Source code

function SpawnDefaultHUD ( ) )

#### Speech Source code

exec function Speech ( name Type, int Index, string Callsign ) )

#### StartClientDemoRec Source code

simulated event StartClientDemoRec ( ) )

#### StartZoom Source code

function StartZoom ( ) )

#### StopForceFeedback Source code

simulated function StopForceFeedback ( optional String EffectName ) )

#### StopZoom Source code

function StopZoom ( ) )

#### Suicide Source code

exec function Suicide ( ) )

#### Suicide PlayerWaiting Source code

exec function Suicide ( ) )

#### SwitchLevel Source code

exec function SwitchLevel ( string URL ) )

#### SwitchWeapon Source code

exec function SwitchWeapon ( byte F ) )

#### TeamMessage Source code

event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type ) )

#### TeamSay Source code

exec function TeamSay ( string Msg ) )

#### ThrowWeapon Source code

exec function ThrowWeapon ( ) )

#### ThrowWeapon GameEnded Source code

exec function ThrowWeapon ( ) )

#### Timer Dead Source code

function Timer ( ) )

#### Timer GameEnded Source code

function Timer ( ) )

#### Timer PlayerSwimming Source code

function Timer ( ) )

#### Timer WaitingForPawn Source code

function Timer ( ) )

#### ToggleBehindView Source code

exec function ToggleBehindView ( ) )

#### ToggleZoom Source code

function ToggleZoom ( ) )

#### TravelPostAccept Source code

event TravelPostAccept ( ) )

#### TurnAround Source code

function TurnAround ( ) )

#### TurnTowardNearestEnemy Source code

function bool TurnTowardNearestEnemy ( )

#### Typing Source code

function Typing ( bool bTyping ) )

#### UnPossess Source code

function UnPossess ( ) )

#### UpdateFlashComponent Source code

final function float UpdateFlashComponent ( float Current, float Step, float goal) )

#### UpdateRotation Source code

function UpdateRotation ( float DeltaTime, float maxPitch) )

#### UpdateRotation PlayerSpidering Source code

function UpdateRotation ( float DeltaTime, float maxPitch) )

#### Use Source code

exec function Use ( ) )

#### UTrace Source code

exec function UTrace ( ) )

#### VeryShortClientAdjustPosition Source code

function VeryShortClientAdjustPosition ( float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

#### ViewFlash Source code

function ViewFlash ( float DeltaTime) )

#### ViewShake Source code

function ViewShake ( float DeltaTime) )

#### WantsSmoothedView PlayerSwimming Source code

function bool WantsSmoothedView ( ) )

Defaultproperties

    defaultproperties
    {
    	 AimingHelp=0.0
         OrthoZoom=+40000.000000
         FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
    	 AnnouncerVolume=4
    	 FovAngle=85.000
         DesiredFOV=85.000000
    	 DefaultFOV=85.000000
         Handedness=1.000000
         bAlwaysMouseLook=True
    	 ViewingFrom="Now viewing from"
    	 OwnCamera="Now viewing from own camera"
         QuickSaveString="Quick Saving"
    	 QuickSaveName="QuickSave";
         NoPauseMessage="Game is not pauseable"
         bTravel=True
         bStasis=False
    	 NetPriority=3
        MaxTimeMargin=+0.35
    	 LocalMessageClass=class'LocalMessage'
    	 bIsPlayer=true
    	 Physics=PHYS_None
    	 EnemyTurnSpeed=45000
    	 CheatClass=class'Engine.CheatManager'
    	 InputClass=class'Engine.PlayerInput'
    	 CameraDist=+9.0
    	 bZeroRoll=true
        bDynamicNetSpeed=true

        bEnableWeaponForceFeedback=True
        bEnablePickupForceFeedback=True
        bEnableDamageForceFeedback=True
        bEnableGUIForceFeedback=True
        bForceFeedbackSupported=True

        ProgressTimeOut=8.0
        MaxResponseTime=0.7
        SpectateSpeed=+600.0
        DynamicPingThreshold=+400.0
        ClientCap=0
    	Texture=None
    }

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Creation time: st 23.5.2018 00:10:33.786 - Created with UnCodeX