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DeusExPlayer (DX)

DX :: Object (DX) >> Actor (DX) >> Pawn (DX) >> [PlayerPawn (DX)]? >> [PlayerPawnExt (DX)]? >> DeusExPlayer (DX)

DeusExPlayer.

Constants

MPFLAG_FirstSpot = 0x01
mpMsgDelay = 4.0
MPMSG_CameraInv = 7
MPMSG_CloseKills = 8
MPMSG_DropItem = 11
MPMSG_FirstBurn = 5
MPMSG_FirstPoison = 4
MPMSG_KilledTeammate = 12
MPMSG_LostLegs = 10
MPMSG_NoCloakWeapon = 15
MPMSG_TeamComputer = 14
MPMSG_TeamHackTurret = 16
MPMSG_TeamHit = 2
MPMSG_TeamLAM = 13
MPMSG_TeamNsf = 1
MPMSG_TeamSpot = 3
MPMSG_TeamUnatco = 0
MPMSG_TimeNearEnd = 9
MPMSG_TurretInv = 6
MPSERVERFLAG_CameraInv = 0x08
MPSERVERFLAG_DropItem = 0x20
MPSERVERFLAG_FirstBurn = 0x02
MPSERVERFLAG_FirstPoison = 0x01
MPSERVERFLAG_LostLegs = 0x10
MPSERVERFLAG_NoCloakWeapon = 0x40
MPSERVERFLAG_TurretInv = 0x04
NintendoDelay = 6.0

Properties

Computers ActiveComputer
String AddedNanoKey
SpyDrone aDrone
AugmentationManager AugmentationSystem
Augmentation system vars
Name AugPrefs[9]
bool bAlwaysRun
bool bAmmoDisplayVisible
BarkManager barkManager
bool bAskedToTrain
bool bAugDisplayVisible
bool bAutoReload
bool bBuySkills
bool bCompassVisible
bool bConfirmNoteDeletes
bool bConfirmSaveDeletes
bool bCrosshairVisible
bool bDisplayAllGoals
bool bDisplayAmmoByClip
bool bDisplayCompletedGoals
bool bHelpMessages
bool bHitDisplayVisible
Bool bHUDBackgroundTranslucent
Bool bHUDBordersTranslucent
Bool bHUDBordersVisible
bool bHUDShowAllAugs
Bool bIgnoreNextShowMenu
bool bKillerProfile
float BleedRate
Bool bMenusTranslucent
bool bNintendoImmunity
bool bNPCHighlighting
bool bObjectBeltVisible
bool bObjectNames
bool bQuotesEnabled
Bool bSavingSkillsAugs
bool bShowAmmoDescriptions
bool bSpyDroneActive
Bool bStartingNewGame
Bool bStartNewGameAfterIntro
bool bSubtitles
bool bToggleCrouch
bool bToggleWalk
toggle walk
String BurnString
bool bWarrenEMPField
String CanCarryOnlyOne
String CannotDropHere
String CannotLift
float ClotPeriod
Float CombatDifficulty
Combat Difficulty, set only at new game time
Actor ConversationActor
int Credits
Credits (money) the player has
ShieldEffect DamageShield
float DropCounter
float drugEffectTimer
GameInfo DXGame
float Energy
Energy the player has
String EnergyDepleted
float EnergyDrain
amount of energy left to drain
float EnergyDrainTotal
total amount of energy to drain
float EnergyMax
Maximum energy [?]
DataVaultImage FirstImage
Data Vault Image linked list start
float FlashTimer
name FloorMaterial
DebugInfo GlobalDebugObj
String GoalAdded
String HandsFull
String HeadString
String HealedPointLabel
String HealedPointsLabel
String HUDThemeName
String InventoryFull
InvulnSphere invulnSph
float JoltMagnitude
KillerProfile killProfile
Actor lastFirstPersonConvoActor
float lastFirstPersonConvoTime
float LastRefreshTime
HUD Refresh timer
Actor lastThirdPersonConvoActor
float lastThirdPersonConvoTime
String LegsString
float logTimeout
byte maxLogLines
float MaxRegenPoint
in multiplayer, the highest that auto regen will take you
String MenuThemeName
float MPDamageMult
int mpMsgCode
int mpMsgFlags
int mpMsgOptionalParam
String mpMsgOptionalString
int mpMsgServerFlags
float mpMsgTime
float musicChangeTimer
float musicCheckTimer
EMusicMode musicMode
Pawn myBurner
Actor myKiller
Pawn myPoisoner
Actor myProjKiller
Actor myTurretKiller
String NextMap
float NintendoImmunityTime
float NintendoImmunityTimeLeft
String NoneString
String NoRoomToLift
String NoteAdded
int PlayerSkin
Skin assigned to PC by player on the Character Generation screen.
int poisonCounter
int poisonDamage
String PoisonString
float poisonTimer
String PrimaryGoalCompleted
String QuickSaveGameTitle
float RegenRate
the number of points healed per second in mp
float RunSilentValue
communicate run silent value in multiplayer
int saveCount
byte savedSection
Float saveTime
String SecondaryGoalCompleted
float ServerTimeDiff
float ServerTimeLastRefresh
EShieldStatus ShieldStatus
float ShieldTimer
int SkillPointsAvail
Available skill points
String SkillPointsAward
int SkillPointsTotal
Total skill points
SkillManager SkillSystem
Reference to a Skill Manager [?]
int spyDroneLevel
float spyDroneLevelValue
String strStartMap
float swimBubbleTimer
float swimDuration
float swimTimer
String TakenOverString
ColorThemeManager ThemeManager
String TooHeavyToLift
String TooMuchAmmo
String TorsoString
byte translucencyLevel
String TruePlayerName
Name assigned to PC by player on the Character Generation screen.
int UIBackground
Actor ViewModelActor[8]
Used by viewmodel
name WallMaterial
Vector WallNormal
int WarrenSlot
float WarrenTimer
String WeaponUnCloak
String WithString
String WithTheString

_Conversation System

ConHistory conHistory
Conversation History
ConPlay conPlay
Conversation
DataLinkPlay dataLinkPlay
Used for DataLinks

_Frob

Actor FrobTarget
Actor being, or to be frobbed
float FrobTime
Elapsed duration of frob [?]
float MaxFrobDistance
Maximum frob distance [?]

_Goal Tracking

DeusExGoal FirstGoal
First goal [?] start of list?
DeusExGoal LastGoal
Last goal [?] end of list?

_Inventory System

bool bBeltIsMPInventory
DEUS_EX AMSD Whether to ignore inv slots in multiplayer
bool bInHandTransition
The inHand is being swapped out
Inventory ClientinHandPending
Client temporary inhand pending, for mousewheel use.
Inventory inHand
The current object in hand
Inventory inHandPending
The pending item waiting to be put in hand
byte invSlots[30]
5x6 grid of inventory slots
Inventory LastinHand
Last object inhand, so we can detect inhand changes on the client.
int maxInvCols
Maximum number of inventory columns
int maxInvRows
Maximum number of inventory rows

_Keyring

NanoKeyInfo KeyList
List of Keys
NanoKeyRing KeyRing
Inventory Item

_Leaning

bool bCanLean
float curLeanDist
float prevLeanDist

_Log Messages

DeusExLog FirstLog
First log message (linked list start)
DeusExLog LastLog
Last log message (linked list end)

_Multiplayer Option Propagation

bool bFirstOptionsSynced
DEUS_EX AMSD For multiplayer option propagation UGH! In most cases options will sync on their own. But for initial loadout based on options, we need to send them to the server. Easiest thing to do is have a function at startup that sends that info.
bool bSecondOptionsSynced

_Note Tracking

DeusExNote FirstNote
First note (start of linked list)
DeusExNote LastNote
Last note (end of linked list)

_While Crouching

bool bCrouchOn
used by toggle crouch
bool bForceDuck
Force duck
bool bWasCrouchOn
used by toggle crouch
byte lastbDuck
used by toggle crouch

Enums

EInvokeMethod

IM_Bump
IM_Frob
IM_Sight
IM_Radius
IM_Named
IM_Other

EMusicMode

MUS_Ambient
MUS_Combat
MUS_Conversation
MUS_Outro
MUS_Dying

EShieldStatus

SS_Off
SS_Fade
SS_Strong

Functions

AbortConversation( optional bool bNoPlayedFlag )
ActivateAllAugs( )
ActivateAugmentation( int num )
ActivateBelt( int objectNum )
ActivateKeypadWindow( Keypad KPad , bool bHacked )
AddAugmentationDisplay( Augmentation aug )
AddChargedDisplay( ChargedPickup item )
AddDamageDisplay( name damageType , vector hitOffset )
DeusExGoal AddGoal( Name goalName , bool bPrimaryGoal )
bool AddImage( DataVaultImage newImage )
bool AddInventory( inventory item )
DeusExLog AddLog( String logText )
DeusExNote AddNote( optional String strNote , optional Bool bUserNote , optional bool bShowInLog )
AddObjectToBelt( Inventory item , int pos , bool bOverride )
AllAugs( )
CHEAT - gives player all augs
AllCredits( )
CHEAT - gives player max credits
AllEnergy( )
CHEAT - gives player max energy
AllHealth( )
CHEAT - gives player max health
AllImages( )
CHEAT/DEBUG - gives player all images
AllSkillPoints( )
CHEAT - gives player max skill points
AllSkills( )
CHEAT - gives player max skills
AllWeapons( )
CHEAT - gives player (or spawns?) all weapons
AugAdd( class<Augmentation> aWantedAug )
BeginState( )
Bleed( float deltaTime )
BuySkills( )
BuySkillSound( int code )
float CalculatePlayerVisibility( ScriptedPawn P )
int CalculateSkillHealAmount( int baseHealPoints )
bool CanActorSeePlayer( Actor invokeActor )
bool CanBeLifted( Decoration deco )
bool CanStartConversation( )
CatchFire( Pawn burner )
int ChargePlayer( int baseChargePoints )
CheckActiveConversationRadius( )
bool CheckActorDistances( )
bool CheckConversationHeightDifference( Actor invokeActor , int heightOffset )
bool CheckConversationInvokeRadius( Actor invokeActor , Conversation con )
bool CheckFlagRefs( ConFlagRef flagRef )
ClearAugmentationDisplay( )
ClearBelt( )
ClearInventorySlots( )
ClearLog( )
ClearPosition( int pos )
ClientDeath( )
ClientFlash( float scale , vector fog )
ClientPlayAnimation( Actor src , Name anim , float rate , bool bLoop )
ClientPossessed( )
ClientSpawnHits( bool bPenetrating , bool bHandToHand , Vector HitLocation , Vector HitNormal , Actor Other , float Damage )
ClientSpawnProjectile( class<projectile> ProjClass , Actor owner , Vector Start , Rotator AdjustedAim )
ClientTurnOffScores( )
CloseComputerScreen( Computers computerToClose )
CloseThisComputer( Computers comp )
ConBindEvents( )
CreateColorThemeManager( )
DataVaultImageNote CreateDataVaultImageNoteObject( )
CreateDrone( )
DumpLocation CreateDumpLocationObject( )
GameDirectory CreateGameDirectoryObject( )
ConHistoryEvent CreateHistoryEvent( )
ConHistory CreateHistoryObject( )
CreateKeyRing( )
CreateKillerProfile( Pawn killer , int damage , name damageType , String bodyPart )
DeusExLog CreateLogObject( )
NanoKeyInfo CreateNanoKeyInfo( )
CreatePlayerTracker( )
CreateShadow( )
DamageAll( optional int amount )
DamagePart( int partIndex , optional int amount )
DeactivateAllAugs( )
DebugCommand( string teststr )
DeleteAllGoals( )
DeleteAllNotes( )
Bool DeleteGoal( DeusExGoal goalToDelete )
bool DeleteInventory( inventory item )
Bool DeleteNote( DeusExNote noteToDelete )
DeleteSaveGameFiles( optional String saveDirectory )
Died( pawn Killer , name damageType , vector HitLocation )
DisconnectPlayer( )
DoFrob( Actor Frobber , Inventory frobWith )
DoJump( optional float F )
DoneReloading( DeusExWeapon weapon )
DrawInvulnShield( )
DrawShield( )
DroneExplode( )
DropDecoration( )
bool DropItem( optional Inventory inv , optional bool bDrop )
DrugEffects( float deltaTime )
DualmapF10( )
DualmapF11( )
DualmapF12( )
DualmapF3( )
DualmapF4( )
DualmapF5( )
DualmapF6( )
DualmapF7( )
DualmapF8( )
DualmapF9( )
DumpInventoryGrid( )
DXDumpInfo( )
bool DXReduceDamage( int Damage , name damageType , vector hitLocation , out int adjustedDamage , bool bCheckOnly )
EditFlags( )
EndConversation( )
EndState( )
ExtinguishFire( )
FailConsoleCheck( )
FailRootWindowCheck( )
DeusExGoal FindGoal( Name goalName )
Bool FindInventorySlot( Inventory anItem , optional Bool bSearchOnly )
Bool FindInventorySlotXY( int invSlotsX , int invSlotsY , out int newSlotX , out int newSlotY )
Fire( optional float F )
Fly( )
ForceDisconnect( string Message )
ForceDroneOff( )
GenerateTotalHealth( )
Conversation GetActiveConversation( Actor invokeActor , EInvokeMethod invokeMethod )
Conversation GetActiveDataLink( String datalinkName )
int GetAugPriority( Augmentation AugToCheck )
float GetCurrentGroundSpeed( )
GetDebug( name cmd )
float GetDefaultCollisionHeight( )
string GetDeusExVersion( )
String GetDisplayName( Actor actor , optional Bool bUseFamiliar )
name GetFloorMaterial( )
bool GetHUDBackgroundTranslucency( )
bool GetHUDBordersVisible( )
bool GetHUDBorderTranslucency( )
DeusExLevelInfo GetLevelInfo( )
Float GetLogTimeout( )
Byte GetMaxLogLines( )
bool GetMenuTranslucency( )
int GetMPHitLocation( Vector HitLocation )
DeusExNote GetNote( Name textTag )
GetSkillInfoFromProj( DeusExPlayer killer , Actor proj )
name GetWallMaterial( out vector wallNormal )
GetWeaponName( DeusExWeapon w , out String name )
Inventory GetWeaponOrAmmo( Inventory queryItem )
Ghost( )
GiveInitialInventory( )
GiveNanoKey( Name newKeyID , String newDescription )
GoalAdd( Name goalName , String goalText , optional bool bPrimaryGoal )
GoalCompleted( Name goalName )
GoalSetPrimary( Name goalName , bool bPrimaryGoal )
GrabDecoration( )
GrantAugs( int NumAugs )
bool HandleItemPickup( Actor FrobTarget , optional bool bSearchOnly )
HandleWalking( )
HealPart( out int points , out int amt )
int HealPlayer( int baseHealPoints , optional Bool bUseMedicineSkill )
HighlightCenterObject( )
IAmWarren( )
bool InConversation( )
IncreaseClientFlashLength( float NewFlashTime )
InitializeSubSystems( )
InvokeComputerScreen( Computers computerToActivate , float CompHackTime , float ServerLevelTime )
InvokeConWindow( )
InvokeUIScreen( Class<DeusExBaseWindow> windowClass )
Bool IsEmptyItemSlot( Inventory anItem , int col , int row )
Bool IsEmptyItemSlotXY( int invSlotsX , int invSlotsY , int col , int row )
bool IsFrobbable( actor A )
bool IsHighlighted( actor A )
bool IsLeaning( )
KeypadRunEvents( Keypad KPad , bool bSuccess )
KeypadRunUntriggers( Keypad KPad )
KeypadToggleLocks( Keypad KPad )
KillerProfile( )
KillShadow( )
Landed( vector HitNormal )
Legend( )
LoadGame( int saveIndex )
LoadMap( )
LocalLog( String S )
LogMsg( string msg )
LoopHeadConvoAnim( )
MaintainEnergy( float deltaTime )
MakeCameraAlly( SecurityCamera camera )
MakePlayerIgnored( bool bNewIgnore )
Matrix( )
MoveActor( int xPos , int yPos , int zPos )
MoveDrone( float DeltaTime , Vector loc )
MultiplayerDeathMsg( Pawn killer , bool killedSelf , bool valid , String killerName , String killerMethod )
MultiplayerNotifyMsg( int code , optional int param , optional string str )
MultiplayerTick( float DeltaTime )
NewMultiplayerMatch( )
NextBeltItem( )
NextHUDColorTheme( )
NextMenuColorTheme( )
NintendoImmunityEffect( bool on )
NoteAdd( String noteText , optional bool bUserNote )
OpenSesame( )
ParseLeftClick( )
ParseRightClick( )
PickupNanoKey( NanoKey newKey )
PlaceItemInSlot( Inventory anItem , int col , int row )
PlayBodyThud( )
PlayDeathHit( float Damage , vector HitLocation , name damageType , vector Momentum )
PlayDXTakeDamageHit( float Damage , vector HitLocation , name damageType , vector Momentum , bool DamageReduced )
PlayerCalcView( out actor ViewActor , out vector CameraLocation , out rotator CameraRotation )
bool PlayerIsClient( )
bool PlayerIsListenClient( )
bool PlayerIsRemoteClient( )
PlayFootStep( )
PlayHit( float Damage , vector HitLocation , name damageType , vector Momentum )
PlayMusic( String musicToPlay , optional int sectionToPlay )
PlayMusicWindow( )
PlayPickupAnim( Vector locPickup )
PopHealth( float health0 , float health1 , float health2 , float health3 , float health4 , float health5 )
PostBeginPlay( )
PostIntro( )
PostNetBeginPlay( )
PostPostBeginPlay( )
PreTravel( )
PrevBeltItem( )
ProcessMove( float DeltaTime , vector newAccel , eDodgeDir DodgeMove , rotator DeltaRot )
PunishDetection( int DamageAmount )
PutCarriedDecorationInHand( )
PutInHand( optional Inventory inv )
QuickLoad( )
QuickLoadConfirmed( )
QuickSave( )
ReceiveFirstOptionSync( Name PrefZero , Name PrefOne , Name PrefTwo , Name PrefThree , Name PrefFour )
ReceiveSecondOptionSync( Name PrefFive , Name PrefSix , Name PrefSeven , Name PrefEight )
RefreshChargedPickups( )
RefreshSystems( float DeltaTime )
Reloading( DeusExWeapon weapon , float reloadTime )
ReloadWeapon( )
RemoveAugmentationDisplay( Augmentation aug )
RemoveChargedDisplay( ChargedPickup item )
RemoveInventoryType( Class<Inventory> removeType )
RemoveItemDuringConversation( Inventory item )
RemoveItemFromSlot( Inventory anItem )
RemoveNanoKey( Name KeyToRemove )
RemoveObjectFromBelt( Inventory item )
RepairInventory( )
bool ResetBasedPawnSize( )
ResetConversationHistory( )
ResetGoals( )
ResetPlayer( optional bool bTraining )
ResetPlayerToDefaults( )
RestartLevel( )
RestoreAllHealth( )
RestoreScopeView( )
RestoreSkillPoints( )
bool RestrictInput( )
ResumeDataLinks( )
SaveGame( int saveIndex , optional String saveDesc )
SaveSkillPoints( )
ServerConditionalNotifyMsg( int code , optional int param , optional string str )
ServerSetAutoReload( bool bAuto )
ServerUpdateLean( Vector desiredLoc )
bool SetBasedPawnSize( float newRadius , float newHeight )
name SetBoolFlagFromString( String flagNameString , bool bValue )
SetComputerHackTime( Computers computerToSet , float HackTime , float ClientLevelTime )
SetDamagePercent( float percent )
SetDebug( name cmd , name val )
SetHUDBackgroundTranslucency( bool bNewTranslucency )
SetHUDBordersVisible( bool bVisible )
SetHUDBorderTranslucency( bool bNewTranslucency )
SetInHand( Inventory newInHand )
SetInHandPending( Inventory newInHandPending )
SetInvSlots( Inventory anItem , int newValue )
SetLogTimeout( Float newLogTimeout )
SetMaxLogLines( Byte newLogLines )
SetMenuTranslucency( bool bNewTranslucency )
SetServerTimeDiff( float sTime )
SetState( name state )
SetTurretState( AutoTurret turret , bool bActive , bool bDisabled )
SetTurretTrackMode( ComputerSecurity computer , AutoTurret turret , bool bTrackPlayers , bool bTrackPawns )
ShowAcceleration( bool bShow )
ShowArea( bool bShow )
ShowAugmentationAddWindow( )
ShowAugmentationsWindow( )
ShowBase( bool bShow )
ShowBindName( bool bShow )
ShowClass( Class<Actor> newClass )
ShowConversationsWindow( )
ShowCredits( optional bool bLoadIntro )
ShowCylinder( bool bShow )
ShowData( bool bShow )
ShowDemoSplash( )
ShowDist( bool bShow )
ShowEnemy( bool bShow )
ShowEnemyResponse( bool bShow )
ShowER( bool bShow )
ShowEyes( bool bShow )
ShowGoalsWindow( )
ShowHealth( bool bShow )
ShowHealthWindow( )
ShowHud( bool bShow )
ShowImagesWindow( )
ShowInstigator( bool bShow )
ShowIntro( optional bool bStartNewGame )
ShowInventoryWindow( )
ShowLight( bool bShow )
ShowLogsWindow( )
ShowLOS( bool bShow )
ShowMainMenu( )
ShowMass( bool bShow )
ShowMesh( bool bShow )
ShowMultiplayerWin( String winnerName , int winningTeam , String Killer , String Killee , String Method )
ShowPhysics( bool bShow )
ShowPlayerPawnList( )
ShowPos( bool bShow )
ShowProgress( )
ShowQuotesWindow( )
ShowRGBDialog( )
ShowScores( )
ShowSkillsWindow( )
ShowState( bool bShow )
ShowVelocity( bool bShow )
ShowVisibility( bool bShow )
ShowZone( bool bShow )
SkillPointsAdd( int numPoints )
SpawnBlood( Vector HitLocation , float Damage )
Carcass SpawnCarcass( )
SpawnEMPSparks( Actor empActor , Rotator rot )
SpawnMass( Name ClassName , optional int TotalCount )
bool StartAIBarkConversation( Actor conOwner , EBarkModes barkMode )
bool StartConversation( Actor invokeActor , EInvokeMethod invokeMethod , optional Conversation con , optional bool bAvoidState , optional bool bForcePlay )
bool StartConversationByName( Name conName , Actor conOwner , optional bool bAvoidState , optional bool bForcePlay )
Bool StartDataLinkTransmission( String datalinkName , Optional DataLinkTrigger datalinkTrigger )
StartListenGame( string options )
StartMultiplayerGame( string command )
StartNewGame( String startMap )
StartPoison( Pawn poisoner , int Damage )
StartTrainingMission( )
StopPoison( )
Summon( string ClassName )
SupportActor( Actor standingActor )
SwitchAmmo( )
TakeDamage( int Damage , Pawn instigatedBy , Vector hitlocation , Vector momentum , name damageType )
Tantalus( )
TeamSay( string Msg )
Timer( )
ToggleAmmoDisplay( )
ToggleAugDisplay( )
ToggleCameraState( SecurityCamera cam , ElectronicDevices compOwner )
ToggleCompass( )
ToggleCrosshair( )
ToggleHitDisplay( )
ToggleLaser( )
ToggleObjectBelt( )
ToggleScope( )
ToggleWalk( )
ToggleWinFrames( )
ToggleWinStats( )
Trig( name ev )
UnloadTexture( Texture texture )
UnTrig( name ev )
UpdateAmmoBeltText( Ammo ammo )
UpdateAugmentationDisplayStatus( Augmentation aug )
UpdateBeltText( Inventory item )
UpdateCameraRotation( SecurityCamera camera , Rotator rot )
UpdateCarcassEvent( )
UpdateDynamicMusic( float deltaTime )
UpdateInHand( )
UpdatePlayerSkin( )
UpdatePoison( float deltaTime )
UpdateTimePlayed( float deltaTime )
UpdateTranslucency( float DeltaTime )
UpdateWarrenEMPField( float deltaTime )
bool UsingChargedPickup( class<ChargedPickup> itemclass )
VerifyConsole( Class<Console> ConsoleClass )
Verifies that console is Engine.Console. If you want something different, override this in a subclassed player class.
VerifyRootWindow( Class<DeusExRootWindow> WindowClass )
Verifies that the root window is the right kind of root window, since it can be changed in the ini
ViewFlash( float DeltaTime )
ViewModelAdd( int num , string ClassName )
ViewModelBlendPlay( int num , name anim , optional float fps , optional int slot )
ViewModelBlendStop( int num )
ViewModelDestroy( int num )
ViewModelGiveWeapon( int num , string weaponClass )
ViewModelLoop( int num , name anim , optional float fps )
ViewModelPlay( int num , name anim , optional float fps )
VMA( int num , string ClassName )
VMBP( int num , name anim , optional float fps , optional int slot )
VMBS( int num )
VMD( int num )
VMGW( int num , string weaponClass )
VML( int num , name anim , optional float fps )
VMP( int num , name anim , optional float fps )
Walk( )
WhereActor( optional int Me )
WinFrames( bool bFramesOn )
WinStats( bool bStatsOn )
ZoneChange( ZoneInfo NewZone )

Events

Destroyed( )
HeadZoneChange( ZoneInfo newHeadZone )
InterpolateEnd( Actor Other )
JoltView( float newJoltMagnitude )
PlayerCalcView( out actor ViewActor , out vector CameraLocation , out rotator CameraRotation )
PlayerInput( float DeltaTime )
PlayerTick( float deltaTime )
Possess( )
RenderOverlays( canvas Canvas )
TravelPostAccept( )
UpdateEyeHeight( float DeltaTime )

Xhiris: 12000 lines! UGH!

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