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Function Summary |
void |
AAM(int i)
//_____________________________________________________________________________
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void |
ActivateItem()
//_____________________________________________________________________________
// The player wants to active selected item
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rotator |
AdjustAim(Ammunition FiredAmmunition, vector projStart, int AimCalcMode)
// ELR computes AimSpot and return rotator(AimSpot - projStart)
//Simulated function rotator AdjustAim(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
// AimCalcMode is used as 0 = weapon firing, 1 = interface aim anticipation
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void |
AdjustView(float DeltaTime)
//_____________________________________________________________________________
// ELR made zooming speed higher
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bool |
AllowHooking()
//_____________________________________________________________________________
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void |
AltFire(optional float)
//_____________________________________________________________________________
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void |
AutoPickup(bool b)
//_____________________________________________________________________________
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void |
BehindView(Bool B)
//____________________________________________________________________________
// ELR Override this
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bool |
CanUseLockPick()
//_____________________________________________________________________________
// ELR - Do we still pick the lock ? return true if no.
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void |
CancelPickLock()
//_____________________________________________________________________________
// ELR - Do we still pick the lock ? return true if no.
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void |
ChangeSkin(string NewSkinCode)
//_____________________________________________________________________________
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bool |
CheckPickLock()
//_____________________________________________________________________________
// ELR - Do we still pick the lock ? return true if no.
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simulated |
ClientAddDamageWarn(int RelativeHitLoc)
//____________________________________________________________________
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void |
ClientGameEnded()
//_____________________________________________________________________________
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void |
ClientRestart()
//_____________________________________________________________________________
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void |
ClientSetBehindView(bool B) |
void |
ClientTargetHighLight(int Alpha, float TargetHighLight, float Duration)
//_____________________________________________________________________________
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void |
CrosshairMode(int i)
//_____________________________________________________________________________
exec |
void |
CrosshairSize(Float f)
//_____________________________________________________________________________
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void |
DBInput(bool b)
//_____________________________________________________________________________
exec |
void |
DBTurn()
//_____________________________________________________________________________
exec |
void |
DetailLevel(int i)
//_____________________________________________________________________________
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void |
DisplayDebug(Canvas C, out float, out float)
//_____________________________________________________________________________
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void |
DoHideHUD(bool B)
//_____________________________________________________________________________
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void |
Duck(optional float)
//_____________________________________________________________________________
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void |
EnterStartState()
//_____________________________________________________________________________
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void |
Fire(optional float)
//_____________________________________________________________________________
// The player wants to fire.
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void |
FixCrosshairMode(int i)
//_____________________________________________________________________________
exec |
void |
FloatCrosshairMode(int i)
//_____________________________________________________________________________
exec |
void |
FlowerPower(int i)
//_____________________________________________________________________________
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void |
ForceReload()
//_____________________________________________________________________________
// can't reload if have grabbed corpse/pawn
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void |
GoClimbHookNavPoint(HookPoint HP, HookNavPoint HNP)
//_____________________________________________________________________________
// at top of a rope, climb up to the hooknavpoint
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void |
GoHooking(Hook H)
//_____________________________________________________________________________
// ELR - Here we send the controller into hooked state
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void |
GoTyroling(XIIITyrolNavPoint StartPoint, XIIITyrolNavPoint EndPoint, float TyrolSpeed)
//_____________________________________________________________________________
// Set up the tyroling params, called by TyrolTrigger
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void |
GoreLevel(int i)
//_____________________________________________________________________________
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void |
Grab()
//_____________________________________________________________________________
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void |
HideWeapon()
//_____________________________________________________________________________
// ELR hide/unhide Weapon (Used by the DecoWeapon to hide weapon then put it back when used)
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void |
ImBoss()
//_____________________________________________________________________________
exec |
void |
Jump(optional float)
//_____________________________________________________________________________
// Normal gameplay execs
// Type the name of the exec function at the console to execute it
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void |
KillTarget(int i)
//_____________________________________________________________________________
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void |
LogInteraction()
//_____________________________________________________________________________
exec |
void |
LogInteractives()
//_____________________________________________________________________________
exec |
simulated |
MatchStarting()
//_____________________________________________________________________________
// called when gameplay actually starts
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bool |
NearWall(float walldist)
//_____________________________________________________________________________
// ELR
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void |
NextWeapon()
//_____________________________________________________________________________
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void |
PawnDied()
//_____________________________________________________________________________
// ::DBUG::
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void |
PrevWeapon()
//_____________________________________________________________________________
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void |
QuickHeal()
//_____________________________________________________________________________
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void |
ReLoad()
//_____________________________________________________________________________
// ELR Use the ForceReload function of base weapons functions
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simulated |
RenderScreenOverlays(Canvas C)
//_____________________________________________________________________________
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void |
RestartLevel()
//_____________________________________________________________________________
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void |
RestoreView()
//_____________________________________________________________________________
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Actor |
ReturnTrace(out vector, out vector, vector End, vector Start, bool bActor, optional vector, optional out, optional int)
//_____________________________________________________________________________
// ::TODO:: put in native (may not optimize the trace but everytinh else & called each frame so...)
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void |
RumbleFX(int FXNum)
//_____________________________________________________________________________
// Setup the ForceFeedbackController
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void |
SearchPawn(XIIIPawn P)
//_____________________________________________________________________________
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void |
SelectWeapon(byte F)
//_____________________________________________________________________________
// The player wants to switch to weapon group number F.
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void |
ServerUpdateSkin(string NewSkinCode)
//_____________________________________________________________________________
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void |
SetCamView(Actor C, optional float)
//_____________________________________________________________________________
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void |
SetCamViewPortal(Actor C, optional float) |
void |
SetRumbleFX(bool B)
//_____________________________________________________________________________
// Setup the ForceFeedbackController
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void |
SetZoomSystem(bool B)
//_____________________________________________________________________________
exec |
void |
ShowInfo() |
void |
ShowMenu()
//_____________________________________________________________________________
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void |
SpawnDefaultHUD()
//_____________________________________________________________________________
// SpawnDefaultHUD()
// Spawn a HUD (make sure that PlayerController always has valid HUD, even if
// ClientSetHUD() hasn't been called
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void |
StatUpdate()
//_____________________________________________________________________________
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void |
SwitchWeapon(byte F)
//_____________________________________________________________________________
// we want the player to switch to weapon group number F.
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simulated |
SwitchWeaponMode()
//_____________________________________________________________________________
// ELR hide/unhide Weapon
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void |
Teleport(name N)
//_____________________________________________________________________________
exec |
void |
TeleportNext()
/*
exec |
void |
TestNI()
//_____________________________________________________________________________
exec |
bool |
TryClimbDoor(Actor pDoorLocked, vector pDoorLockedPos, vector pDoorLockedNormal)
//_____________________________________________________________________________
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Powerups |
TryInteractWithDoor(Actor A)
//_____________________________________________________________________________
// return the inventory object to be used to interact with A
// should be used w/ Grab Controller function to automatically get the item out.
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Powerups |
TryInteractWithTrigger(Actor A)
//_____________________________________________________________________________
// return the inventory object to be used to interact with A
// should be used w/ Grab Controller function to automatically get the item out.
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bool |
TryPickLock()
//_____________________________________________________________________________
// ELR - Here we define if the controller allow the use of a lockpick
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bool |
TryTyroling()
//_____________________________________________________________________________
// ELR - check if we can send the controller into Tyrol state
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void |
TurnAround()
//_____________________________________________________________________________
// ELR Added to make b180Left and b180Right working.
// (Actually used as b90Left and b90Right :)
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void |
UnFire(optional float)
//_____________________________________________________________________________
// The player Release fire.
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void |
UpdateRotation(float DeltaTime, float maxPitch)
//_____________________________________________________________________________
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void |
WeaponZoom()
//_____________________________________________________________________________
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void |
cNextItem()
//_____________________________________________________________________________
// ELR Just to cancel it in some states
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void |
cPrevItem()
//_____________________________________________________________________________
// ELR Just to cancel it in some states
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