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# Engine.Controller

Extends
  Actor
Modifiers
  native nativereplication abstract

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

#### Direct Known Subclasses:

> AI_Controller, CharacterController, PlayerController, TsMojoController

Constants Summary
LATENT_MOVETOWARD | = | 503

Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
byte | bAltFire
byte | bDuck
byte | bFire
bool | bGodMode
bool | bIsPlayer
byte | bJetpack
byte | bJump
byte | bRun
byte | bSki
bool | bUsePlayerHearing
array<TraversalLineCheck> | debugTraversalLineChecks
vector | FailedReachLocation
float | FailedReachTime
float | FovAngle
float | GroundPitchTime
float | Handedness
Actor | LastFailedReach
FindPathResult | lastFindPathResult
Pawn | MonitoredPawn
float | MonitorMaxDistSq
vector | MonitorStartLoc
Controller | nextController
Pawn | Pawn
class<Pawn> | PawnClass
int | PlayerNum
PlayerReplicationInfo | PlayerReplicationInfo
class<Pawn> | PreviousPawnClass
array<RouteCacheElement> | RouteCache
bool | RouteComplete
Actor | StartSpot
vector | ViewX
vector | ViewY
vector | ViewZ
Controller
class<PlayerReplicationInfo> | PlayerReplicationInfoClass

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

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
FindPathResult FPR_NoError, FPR_SearchSpaceExhausted

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

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
FindPathAIProperties jetpack, Airborne, roadBased, teamName, upCostFactor, downCostFactor
RouteCacheElement location, jetpack, energy, obstacle, height, angle
TraversalLineCheck start, end, colour

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

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
|  | AddController ()
|  | AdjustView (float DeltaTime ))
|  | AIHearSound (actor Actor, sound S, vector SoundLocation, vector Parameters, bool Attenuate)
| bool | AutoTaunt ()))
|  | BeginState ())) GameEnded
|  | ChangedWeapon ()))
| bool | CheckFutureSight (float DeltaTime))
|  | ClientDying (class<DamageType> DamageType, vector HitLocation))
|  | ClientGameEnded ()))
|  | ClientSetLocation (vector NewLocation, rotator NewRotation ))
|  | ClientSetRotation (rotator NewRotation ))
|  | ContinueFindPath (bool untilComplete)
|  | DebugTraversalCheck (vector start, vector end)
|  | Destroyed ()))
|  | DiscardFindPath ()
|  | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|  | displayWorldSpaceDebug (HUD displayHUD)
| bool | DontReuseTaunt (int T))
|  | DrawPathDebug (Viewport viewport, bool showQuadtree, bool showNodes, bool stepEnabled, bool showReach)
|  | FindPath (vector start, vector end, FindPathAIProperties AIProperties, array<Actor> ignore, bool printLogs, optional bool manualContinue)
|  | GameHasEnded ()))
| int | GetFacingDirection ()))
|  | GetFindPathResult ()
| String | GetHumanReadableName ()))
| rotator | GetViewRotation ()))
|  | HearNoise (float Loudness, Actor NoiseMaker)
|  | InitPlayerReplicationInfo ()))
| bool | InLatentExecution (int LatentActionNumber)
| bool | IsFindPathComplete ()
| bool | LineOfSightTo (actor Other)
|  | LongFall ()
|  | MayFall ()
| bool | NotifyBump (Actor Other)
| bool | NotifyHeadVolumeChange (PhysicsVolume NewVolume)
|  | NotifyHitMover (vector HitNormal, mover Wall)
| bool | NotifyHitWall (vector HitNormal, actor Wall)
|  | NotifyJumpApex ()
|  | NotifyKilled (Controller Killer, Controller Killed, pawn Other))
| bool | NotifyLanded (vector HitNormal)
|  | NotifyMissedJump ()
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
|  | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
|  | PathDiagnostics ()
|  | PawnDied (Pawn P))
|  | PawnDied (Pawn P)) Dead
|  | PawnIsInPain (PhysicsVolume PainVolume)
|  | PendingStasis ()))
|  | Possess (Pawn aPawn))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PreBeginPlay ()))
|  | RemoveController ()
|  | RenderOverlays (canvas Canvas)
|  | Reset ()))
|  | Restart ()))
| bool | SameTeamAs (Controller C))
|  | ServerGivePawn ()
|  | ServerReStartPlayer ()))
|  | ServerReStartPlayer ())) Dead
|  | SetFall ()
|  | SetPawnClass (string inClass, string inCharacter))
|  | ShakeView (float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime)
|  | SoakStop (string problem)
|  | UnPossess ()))
| bool | WantsSmoothedView ()))
|  | WasKilledBy (Controller Other)

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

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary

Dead Source code
state Dead

PawnDied, ServerReStartPlayer

GameEnded Source code
state GameEnded

BeginState

Constants Detail

#### LATENT_MOVETOWARD Source code

const LATENT_MOVETOWARD = 503;

Variables Detail

#### bAltFire Source code

var input byte bAltFire;

#### bDuck Source code

var input byte bDuck;

#### bFire Source code

var input byte bFire;

#### bGodMode Source code

var bool bGodMode;

#### bIsPlayer Source code

var bool bIsPlayer;

#### bJetpack Source code

var input byte bJetpack;

#### bJump Source code

var input byte bJump;

#### bRun Source code

var input byte bRun;

#### bSki Source code

var input byte bSki;

#### bUsePlayerHearing Source code

var bool bUsePlayerHearing;

#### debugTraversalLineChecks Source code

var array<TraversalLineCheck> debugTraversalLineChecks;

#### FailedReachLocation Source code

var const vector FailedReachLocation;

#### FailedReachTime Source code

var const float FailedReachTime;

#### FovAngle Source code

var float FovAngle;

#### GroundPitchTime Source code

var float GroundPitchTime;

#### Handedness Source code

var globalconfig float Handedness;

#### LastFailedReach Source code

var const Actor LastFailedReach;

#### lastFindPathResult Source code

var FindPathResult lastFindPathResult;

#### MonitoredPawn Source code

var Pawn MonitoredPawn;

#### MonitorMaxDistSq Source code

var float MonitorMaxDistSq;

#### MonitorStartLoc Source code

var vector MonitorStartLoc;

#### nextController Source code

var transient const Controller nextController;

#### Pawn Source code

var Pawn Pawn;

#### PawnClass Source code

var class<Pawn> PawnClass;

#### PlayerNum Source code

var const int PlayerNum;

#### PlayerReplicationInfo Source code

var PlayerReplicationInfo PlayerReplicationInfo;

#### PreviousPawnClass Source code

var class<Pawn> PreviousPawnClass;

#### RouteCache Source code

var array<RouteCacheElement> RouteCache;

#### RouteComplete Source code

var bool RouteComplete;

#### StartSpot Source code

var Actor StartSpot;

#### ViewX Source code

var vector ViewX;

#### ViewY Source code

var vector ViewY;

#### ViewZ Source code

var vector ViewZ;

### Controller

#### PlayerReplicationInfoClass Source code

var(Controller) class<PlayerReplicationInfo> PlayerReplicationInfoClass;

Enumerations Detail

#### FindPathResult Source code

enum FindPathResult
{

> FPR_NoError, FPR_SearchSpaceExhausted

};

Structures Detail

#### FindPathAIProperties Source code

struct FindPathAIProperties
{

> var bool Airborne;
> var float downCostFactor;
> var bool jetpack;
> var bool roadBased;
> var name teamName;
> var float upCostFactor;

};

#### RouteCacheElement Source code

struct RouteCacheElement
{

> var float angle;
> var float energy;
> var float height;
> var bool jetpack;
> var vector location;
> var Actor obstacle;

};

#### TraversalLineCheck Source code

struct TraversalLineCheck
{

> var color colour;
> var vector end;
> var vector start;

};

Functions Detail

#### AddController Source code

native(529) final function AddController ( )

#### AdjustView Source code

function AdjustView ( float DeltaTime ) )

#### AIHearSound Source code

event AIHearSound ( actor Actor, sound S, vector SoundLocation, vector Parameters, bool Attenuate )

#### AutoTaunt Source code

function bool AutoTaunt ( ) )

#### BeginState GameEnded Source code

function BeginState ( ) )

#### ChangedWeapon Source code

function ChangedWeapon ( ) )

#### CheckFutureSight Source code

function bool CheckFutureSight ( float DeltaTime) )

#### ClientDying Source code

function ClientDying ( class<DamageType> DamageType, vector HitLocation) )

#### ClientGameEnded Source code

function ClientGameEnded ( ) )

#### ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

#### ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

#### ContinueFindPath Source code

native final function ContinueFindPath ( bool untilComplete )

#### DebugTraversalCheck Source code

native final function DebugTraversalCheck ( vector start, vector end )

#### Destroyed Source code

simulated event Destroyed ( ) )

#### DiscardFindPath Source code

native final function DiscardFindPath ( )

#### DisplayDebug Source code

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

#### displayWorldSpaceDebug Source code

function displayWorldSpaceDebug ( HUD displayHUD )

#### DontReuseTaunt Source code

function bool DontReuseTaunt ( int T) )

#### DrawPathDebug Source code

native final function DrawPathDebug ( Viewport viewport, bool showQuadtree, bool showNodes, bool stepEnabled, bool showReach )

#### FindPath Source code

native final function FindPath ( vector start, vector end, FindPathAIProperties AIProperties, array<Actor> ignore, bool printLogs, optional bool manualContinue )

#### GameHasEnded Source code

function GameHasEnded ( ) )

#### GetFacingDirection Source code

function int GetFacingDirection ( ) )

#### GetFindPathResult Source code

native final function GetFindPathResult ( )

#### GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

#### GetViewRotation Source code

function rotator GetViewRotation ( ) )

#### HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker )

#### InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( ) )

#### InLatentExecution Source code

native final function bool InLatentExecution ( int LatentActionNumber )

#### IsFindPathComplete Source code

native final function bool IsFindPathComplete ( )

#### LineOfSightTo Source code

native(514) final function bool LineOfSightTo ( actor Other )

#### LongFall Source code

event LongFall ( )

#### MayFall Source code

event MayFall ( )

#### NotifyBump Source code

event bool NotifyBump ( Actor Other )

#### NotifyHeadVolumeChange Source code

event bool NotifyHeadVolumeChange ( PhysicsVolume NewVolume )

#### NotifyHitMover Source code

event NotifyHitMover ( vector HitNormal, mover Wall )

#### NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall )

#### NotifyJumpApex Source code

event NotifyJumpApex ( )

#### NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn Other) )

#### NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal )

#### NotifyMissedJump Source code

event NotifyMissedJump ( )

#### NotifyPhysicsVolumeChange Source code

event bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

#### NotifyTakeHit Source code

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

#### PathDiagnostics Source code

native final function PathDiagnostics ( )

#### PawnDied Source code

function PawnDied ( Pawn P) )

#### PawnDied Dead Source code

function PawnDied ( Pawn P) )

#### PawnIsInPain Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

#### PendingStasis Source code

function PendingStasis ( ) )

#### Possess Source code

function Possess ( Pawn aPawn) )

#### PostBeginPlay Source code

event PostBeginPlay ( ) )

#### PostLoadGame Source code

event PostLoadGame ( ) )

#### PreBeginPlay Source code

event PreBeginPlay ( ) )

#### RemoveController Source code

native(530) final function RemoveController ( )

#### RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas )

#### Reset Source code

function Reset ( ) )

#### Restart Source code

function Restart ( ) )

#### SameTeamAs Source code

function bool SameTeamAs ( Controller C) )

#### ServerGivePawn Source code

function ServerGivePawn ( )

#### ServerReStartPlayer Source code

function ServerReStartPlayer ( ) )

#### ServerReStartPlayer Dead Source code

function ServerReStartPlayer ( ) )

#### SetFall Source code

function SetFall ( )

#### SetPawnClass Source code

function SetPawnClass ( string inClass, string inCharacter) )

#### ShakeView Source code

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

#### SoakStop Source code

event SoakStop ( string problem )

#### UnPossess Source code

function UnPossess ( ) )

#### WantsSmoothedView Source code

function bool WantsSmoothedView ( ) )

#### WasKilledBy Source code

function WasKilledBy ( Controller Other )

Defaultproperties

    defaultproperties
    {
    	RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
         FovAngle=+00090.000000
    	 bHidden=true
    	 bHiddenEd=true
    	 PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
    }

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Creation time: st 23.5.2018 00:10:29.148 - Created with UnCodeX