1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / Controller.txt

Engine/Classes/Controller.uc
class Controller extends Actor

    	event BeginState(Name PreviousStateName)
    	function PawnDied(Pawn P)
    	function bool GamePlayEndedState()
    	function bool IsDead() { return TRUE; }
    	reliable server function ServerReStartPlayer()
    event CurrentLevelUnloaded();
    event Destroyed()
    event EnemyNotVisible();
    event HearNoise( float Loudness, Actor NoiseMaker, optional Name NoiseType );
    event LongFall();
    event MayFall(bool bFloor, vector FloorNormal);
    event MoveUnreachable(vector AttemptedDest, Actor AttemptedTarget)
    event NotifyFallingHitWall(vector HitNormal, actor Wall);
    event NotifyJumpApex();
    event NotifyMissedJump();
    event NotifyPhysicsVolumeChange(PhysicsVolume NewVolume);
    event NotifyPostLanded();
    event Possess(Pawn inPawn, bool bVehicleTransition)
    event PostBeginPlay()
    event SeeMonster( Pawn Seen );
    event SeePlayer( Pawn Seen );
    event SetMorphWeight(name MorphNodeName, float MorphWeight)
    event SetSkelControlScale(name SkelControlName, float Scale)
    event SetupSpecialPathAbilities();
    event StopActorFaceFXAnim()
    event StopFiring()
    event UnPossess()
    event bool AllowDetourTo(NavigationPoint N)
    event bool HandlePathObstruction(Actor BlockedBy);
    event bool IsInCombat( optional bool bForceCheck );
    event bool IsSpectating()
    event bool MoverFinished()
    event bool NotifyBump(Actor Other, Vector HitNormal);
    event bool NotifyHeadVolumeChange(PhysicsVolume NewVolume);
    event bool NotifyHitWall(vector HitNormal, actor Wall);
    event bool NotifyLanded(vector HitNormal, Actor FloorActor);
    event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay )
    event float RatePickup(Actor PickupHolder, class<Inventory> inPickup);
    exec function SwitchToBestWeapon(optional bool bForceNewWeapon)
    final native function bool BeyondFogDistance(vector ViewPoint, vector OtherPoint);
    function Actor GetRouteGoalAfter( int RouteIdx )
    function CleanupPRI()
    function EnemyJustTeleported()
    function GameHasEnded(optional Actor EndGameFocus, optional bool bIsWinner)
    function HandlePickup(Inventory Inv);
    function InitNavigationHandle()
    function InitPlayerReplicationInfo()
    function InstantWarnTarget(Actor InTarget, Weapon FiredWeapon, vector FireDir)
    function NotifyAddInventory(Inventory NewItem);
    function NotifyChangedWeapon( Weapon PrevWeapon, Weapon NewWeapon );
    function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn)
    function NotifyProjLanded( Projectile Proj )
    function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum);
    function OnPossess(SeqAct_Possess inAction)
    function OnToggleAffectedByHitEffects( SeqAct_ToggleAffectedByHitEffects inAction )
    function OnToggleGodMode(SeqAct_ToggleGodMode inAction)
    function PawnDied(Pawn inPawn)
    function ReadyForLift();
    function ReceiveProjectileWarning(Projectile Proj);
    function ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir);
    function Reset()
    function Restart(bool bVehicleTransition)
    function Rotator GetAdjustedAimFor( Weapon W, vector StartFireLoc )
    function RoundHasEnded(optional Actor EndRoundFocus)
    function SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType);
    function ServerGivePawn();
    function SetCharacter(string inCharacter);
    function UnderLift(LiftCenter Lift);
    function UpdateSex()
    function WaitForMover(InterpActor M)
    function WarnProjExplode( Projectile Proj );
    function bool FireWeaponAt(Actor inActor);
    function bool GamePlayEndedState()
    function bool IsDead();
    function float GetDestinationOffset();
    native final function Actor FindPathToIntercept(Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial );
    native final function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial );
    native final function SetDestinationPosition( Vector Dest, optional bool bOffsetFromBase );
    native final function SetFocalPoint( Vector FP, optional bool bOffsetFromBase );
    native final function StopLatentExecution();
    native final function Vector GetAdjustLocation();
    native final function Vector GetDestinationPosition();
    native final function Vector GetFocalPoint();
    native final function bool InLatentExecution(int LatentActionNumber);
    native final virtual function SetAdjustLocation( Vector NewLoc, bool bAdjust, optional bool bOffsetFromBase );
    native function EndClimbLadder();
    native function RouteCache_AddItem( NavigationPoint Nav );
    native function RouteCache_Empty();
    native function RouteCache_InsertItem( NavigationPoint Nav, int Idx=0 );
    native function RouteCache_RemoveIndex( int InIndex, int Count=1 );
    native function RouteCache_RemoveItem( NavigationPoint Nav );
    native function bool IsLocalPlayerController();
    native noexport final latent function MoveToDirectNonPathPos(vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false);
    native(500) noexport final latent function MoveTo(vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false);
    native(502) noexport final latent function MoveToward(Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false);
    native(508) final latent function FinishRotation();
    native(514) noexport final function bool LineOfSightTo(Actor Other, optional vector chkLocation, optional bool bTryAlternateTargetLoc);
    native(517) final function Actor FindPathToward( Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial );
    native(518) final function Actor FindPathTo( Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial );
    native(520) final function bool ActorReachable(actor anActor);
    native(521) final function bool PointReachable(vector aPoint);
    native(525) final function NavigationPoint FindRandomDest();
    native(526) final function bool PickWallAdjust(vector HitNormal);
    native(527) noexport final latent function WaitForLanding(optional float waitDuration);
    native(531) final function Pawn PickTarget(class<Pawn> TargetClass, out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange);
    native(533) final function bool CanSee(Pawn Other);
    native(537) final function bool CanSeeByPoints( Vector ViewLocation, Vector TestLocation, Rotator ViewRotation );
    reliable client function ClientSetLocation( vector NewLocation, rotator NewRotation )
    reliable client function ClientSetRotation( rotator NewRotation, optional bool bResetCamera )
    reliable client function ClientSetWeapon( class<Weapon> WeaponClass )
    reliable client function ClientSwitchToBestWeapon(optional bool bForceNewWeapon)
    reliable server function ServerRestartPlayer()
    simulated event BeginAnimControl(Array<AnimSet> InAnimSets)
    simulated event FinishAnimControl()
    simulated event GetActorEyesViewPoint( out vector out_Location, out Rotator out_Rotation )
    simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_rotation )
    simulated event NotifyCoverAdjusted()
    simulated event ReplicatedEvent(name VarName)
    simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)
    simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
    simulated function NotifyCoverDisabled( CoverLink Link, int SlotIdx, optional bool bAdjacentIdx );
    simulated function OnCauseDamage(SeqAct_CauseDamage Action)
    simulated function OnMakeNoise( SeqAct_MakeNoise Action )
    simulated function OnModifyHealth(SeqAct_ModifyHealth Action)
    simulated function OnSetPhysics(SeqAct_SetPhysics Action)
    simulated function OnSetVelocity( SeqAct_SetVelocity Action )
    simulated function OnTeleport(SeqAct_Teleport Action)
    simulated function OnToggleHidden(SeqAct_ToggleHidden Action)
    simulated function String GetHumanReadableName()
    simulated function bool IsAimingAt( Actor ATarget, float Epsilon )
    simulated function bool LandingShake()
    simulated function bool NotifyCoverClaimViolation( Controller NewClaim, CoverLink Link, int SlotIdx );
    simulated native function byte GetTeamNum();