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AdvKit.AdvKitPlayerController

Adventure Kit Player Controller 2013 by FreetimeCoder www.freetimestudio.net

AdvKit.AdvKitPlayerController

Variables Summary
AdvKitPawnadvPawn
floatfMaxCameraDistance
floatfMinCameraDistance

Functions Summary
event BeginState (name PreviousStateName))
PlayerBalancing
event BeginState (name PreviousStateName))
PlayerCeilingClimbing
event BeginState (Name PreviousStateName))
PlayerDiving
event BeginState (Name PreviousStateName))
PlayerInteracting
event BeginState (Name PreviousStateName))
PlayerLedgeClimbing
event BeginState (name PreviousStateName))
PlayerPoleClimbing
event BeginState (name PreviousStateName))
PlayerPoleStanding
event BeginState (name PreviousStateName))
PlayerSliding
event BeginState (Name PreviousStateName))
PlayerSplineMoving
event BeginState (name PreviousStateName))
PlayerSwimming
event BeginState (Name PreviousStateName))
PlayerTightSpaceWalking
event BeginState (name PreviousStateName))
PlayerWalking
event BeginState (name PreviousStateName))
PlayerWallClimbing
event BeginState (name PreviousStateName))
PlayerWallJumping
functionbool CheckAdvVolume ()))
functionbool CheckForCeilingLocationInDirection (Vector _vDirection))
functionbool CheckForClimbLocationInDirection (out Vector _vOutDirection))
functionbool CheckForFloor ()))
functionbool CheckForWall ()))
functionbool CheckIfOnSlide ()))
functionbool CheckLedgeGrab (out AdvKitSplineActor _outLedge, out float _outfDistance))
functionbool CheckSplineEnd (optional float _fCheckDistance))
functionbool CheckVaulting ()))
functionbool CheckWalkOverLedge (out AdvKitSplineActor _outLedge, out float _outfDistance))
event EndState (Name NextStateName))
PlayerBalancing
event EndState (name NextStateName))
PlayerCeilingClimbing
event EndState (Name NextStateName))
PlayerDiving
event EndState (name NextStateName))
PlayerPoleClimbing
event EndState (name NextStateName))
PlayerPoleStanding
event EndState (name NextStateName))
PlayerSliding
event EndState (Name NextStateName))
PlayerSplineMoving
event EndState (name NextStateName))
PlayerSwimming
event EndState (Name NextStateName))
PlayerTightSpaceWalking
event EndState (name NextStateName))
PlayerWalking
event EndState (name NextStateName))
PlayerWallClimbing
event EndState (Name NextStateName))
PlayerWallJumping
function FallDown ()))
functionbool GetClosestSpline (Vector _vToLocation, class<AdvKitSplineActor> _splineClass, out AdvKitSplineActor _outSpline, optional out float _outfLength, optional float _fCheckRadius, optional float _fAcceptRadius))
functionVector GetDirectionalizedInputMovement (float _fDeltaTime))
functionVector GetDirectionalizedInputMovement (float _fDeltaTime))
PlayerDiving
functionVector GetDirectionalizedInputMovement (float _fDeltaTime))
PlayerWallClimbing
functionVector GetRelativeInputLook (float _fDeltaTime))
functionVector GetRelativeInputMovement (float _fDeltaTime))
function Interact (EInteractionState _interaction))
function NextWeapon ()))
eventbool NotifyHitWall (vector _vHitNormal, actor _wall))
eventbool NotifyLanded (vector _vHitNormal, Actor _floor))
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerCeilingClimbing
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerInteracting
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerLedgeClimbing
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerPoleClimbing
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerPoleStanding
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerSwimming
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerTightSpaceWalking
event NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime))
PlayerWalking
event NotifyOnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
PlayerWallClimbing
event NotifyOnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
PlayerWallJumping
event NotifyPreSplineEnd (optional AdvKitSplineActor _nextSplineActor, optional float _fDistToChange)
event NotifyPreSplineEnd (optional AdvKitSplineActor _nextSplineActor, optional float _fDistToChange))
PlayerLedgeClimbing
eventbool NotifySplineChanged (AdvKitSplineActor _oldSplineActor, AdvKitSplineActor _newSplineActor)
function PlayerMove (float _fDeltaTime))
PlayerBalancing
function PlayerMove (float _fDeltaTime))
PlayerCeilingClimbing
function PlayerMove (float _fDeltaTime))
PlayerDiving
function PlayerMove (float _fDeltaTime))
PlayerInteracting
function PlayerMove (float _fDeltaTime))
PlayerLedgeClimbing
function PlayerMove (float _fDeltaTime))
PlayerPoleClimbing
function PlayerMove (float _fDeltaTime))
PlayerPoleStanding
function PlayerMove (float DeltaTime))
PlayerSliding
function PlayerMove (float _fDeltaTime))
PlayerSwimming
function PlayerMove (float _fDeltaTime))
PlayerTightSpaceWalking
function PlayerMove (float _fDeltaTime))
PlayerWalking
function PlayerMove (float _fDeltaTime))
PlayerWallClimbing
function PlayerMove (float _fDeltaTime))
PlayerWallJumping
event Possess (Pawn _inPawn, bool _bVehicleTransition))
function PrevWeapon ()))
function RecalculateClimbingPosition ()))
function ShowMenu ()))
functionActor TraceAdvanced (Vector _vStartTrace, Vector _vEndTrace, optional Vector _vExtent, optional bool _bTraceActors, optional out Vector _vOutHitLocation, optional out Vector _vOutHitNormal, optional out TraceHitInfo _outHitInfo, optional int _iExtraTraceFlags, optional out AdvKitPhysicalMaterialProperty _physProperty))
functionbool TraceForWallClimbSurface (Vector _vTraceStart, Vector _vTraceEnd, optional out Vector _vOutHitNormal))
function UpdatePawnRotation (float _fDeltaTime))
function UpdatePawnRotation (float _fDeltaTime))
PlayerBalancing
function UpdatePawnRotation (float _fDeltaTime))
PlayerCeilingClimbing
function UpdatePawnRotation (float DeltaTime ))
PlayerDiving
function UpdatePawnRotation (float _fDeltaTime))
PlayerLedgeClimbing
function UpdatePawnRotation (float _fDeltaTime))
PlayerPoleClimbing
function UpdatePawnRotation (float _fDeltaTime ))
PlayerPoleStanding
function UpdatePawnRotation (float _fDeltaTime))
PlayerSliding
function UpdatePawnRotation (float _fDeltaTime))
PlayerTightSpaceWalking
function UpdatePawnRotation (float _fDeltaTime))
PlayerWallClimbing
function UpdateRotation (float _fDeltaTime ))
function UpdateRotation (float _fDeltaTime ))
PlayerInteracting
function Zoom (float _fZoom, optional float _fDeltaTime))

States Summary
PlayerBalancing Source code
state PlayerBalancing extends PlayerSplineMoving
BeginState, EndState, PlayerMove, UpdatePawnRotation
PlayerCeilingClimbing Source code
state PlayerCeilingClimbing
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation
PlayerDiving Source code
state PlayerDiving extends PlayerSwimming
BeginState, EndState, GetDirectionalizedInputMovement, PlayerMove, UpdatePawnRotation
PlayerInteracting Source code
state PlayerInteracting
BeginState, NotifyOnAnimEnd, PlayerMove, UpdateRotation
PlayerLedgeClimbing Source code
state PlayerLedgeClimbing extends PlayerSplineMoving
BeginState, NotifyOnAnimEnd, NotifyPreSplineEnd, PlayerMove, UpdatePawnRotation
PlayerPoleClimbing Source code
state PlayerPoleClimbing
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation
PlayerPoleStanding Source code
state PlayerPoleStanding
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation
PlayerSliding Source code
state PlayerSliding
BeginState, EndState, PlayerMove, UpdatePawnRotation
PlayerSplineMoving Source code
state PlayerSplineMoving
BeginState, EndState
PlayerSwimming Source code
state PlayerSwimming
BeginState, EndState, NotifyOnAnimEnd, PlayerMove
PlayerTightSpaceWalking Source code
state PlayerTightSpaceWalking extends PlayerSplineMoving
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation
PlayerWalking Source code
state PlayerWalking
BeginState, EndState, NotifyOnAnimEnd, PlayerMove
PlayerWallClimbing Source code
state PlayerWallClimbing
BeginState, EndState, GetDirectionalizedInputMovement, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation
PlayerWallJumping Source code
state PlayerWallJumping
BeginState, EndState, NotifyOnAnimEnd, PlayerMove


Variables Detail

advPawn Source code

var AdvKitPawn advPawn;
hold a AdvKitPawn reference to prevent alot of unecessary casting (set in Posses)

fMaxCameraDistance Source code

var float fMaxCameraDistance;
maximum distance of the camera to the pawn

fMinCameraDistance Source code

var float fMinCameraDistance;
minimum distance of the camera to the pawn


Functions Detail

BeginState PlayerBalancing Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerCeilingClimbing Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerDiving Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerInteracting Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerLedgeClimbing Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerPoleClimbing Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerPoleStanding Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerSliding Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerSplineMoving Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerSwimming Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerTightSpaceWalking Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerWalking Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerWallClimbing Source code

event BeginState ( name PreviousStateName) )

BeginState PlayerWallJumping Source code

event BeginState ( name PreviousStateName) )

CheckAdvVolume Source code

final function bool CheckAdvVolume ( ) )
Check whether the pawn is inside a AdvKitVolume and try to go to the coresponding state
@return true if a state change has occured

CheckForCeilingLocationInDirection Source code

final function bool CheckForCeilingLocationInDirection ( Vector _vDirection) )
Make a trace to check if the direction the player wants to climb and check whether it's possible
@param _vDirection the direction to climb in
@return true if the Pawn can climb in this direction

CheckForClimbLocationInDirection Source code

final function bool CheckForClimbLocationInDirection ( out Vector _vOutDirection) )
Check if the Pawn can climb into the given direction
@param _vOutDirection the direction the player want to climb in, will be modified by the function when partial movement is possible
@return true if the it is possible to climb in the direction

CheckForFloor Source code

final function bool CheckForFloor ( ) )
Check for a floor beneath the pawn
@return true if there is a floor

CheckForWall Source code

final function bool CheckForWall ( ) )
Do a trace to find out whether there is a wall beneath the ledge
@return true if there is a wall, false otherwise

CheckIfOnSlide Source code

final function bool CheckIfOnSlide ( ) )
Check if the Pawn is on a slide I case it is, this function sets the Slope-variables of the pawn
@return true if it is on a slide

CheckLedgeGrab Source code

final function bool CheckLedgeGrab ( out AdvKitSplineActor _outLedge, out float _outfDistance) )
Try to find a ledge to grab while falling down
@param _outLedge the found ledge
@param _outfDistance the distance on the spline for the found location
@return true if a ledge was found

CheckSplineEnd Source code

final function bool CheckSplineEnd ( optional float _fCheckDistance) )
Check if current splineDistance+offset is still on spline curve. It does not check for the current spline actor only, but looks ahead to the next connection. If the offset goes over the current SplineActor, this function calls NotifyPreSplineEnd
@param _fCheckDistance the offset
@return true if it's still on the spline curve

CheckVaulting Source code

final function bool CheckVaulting ( ) )
Check if the pawn is standing in front of a platform that he can vault on
@return true in case the Pawn can vault, false otherwise

CheckWalkOverLedge Source code

final function bool CheckWalkOverLedge ( out AdvKitSplineActor _outLedge, out float _outfDistance) )
Look if the Pawn is walking over an edge and try to find a ledge to grab
@param _outLedge the found ledge
@param _outfDistance the distance on the spline for the found location
@return true if a ledge was found

EndState PlayerBalancing Source code

event EndState ( Name NextStateName) )

EndState PlayerCeilingClimbing Source code

event EndState ( name NextStateName) )

EndState PlayerDiving Source code

event EndState ( Name NextStateName) )

EndState PlayerPoleClimbing Source code

event EndState ( name NextStateName) )

EndState PlayerPoleStanding Source code

event EndState ( name NextStateName) )

EndState PlayerSliding Source code

event EndState ( name NextStateName) )

EndState PlayerSplineMoving Source code

event EndState ( Name NextStateName) )

EndState PlayerSwimming Source code

event EndState ( name NextStateName) )

EndState PlayerTightSpaceWalking Source code

event EndState ( Name NextStateName) )

EndState PlayerWalking Source code

event EndState ( name NextStateName) )

EndState PlayerWallClimbing Source code

event EndState ( name NextStateName) )

EndState PlayerWallJumping Source code

event EndState ( Name NextStateName) )

FallDown Source code

final function FallDown ( ) )
This function is called from a timer inside of the PlayerWallJumping state to make the Pawn fall down after a time specified by fWallJumpFallDownTime

GetClosestSpline Source code

final function bool GetClosestSpline ( Vector _vToLocation, class<AdvKitSplineActor> _splineClass, out AdvKitSplineActor _outSpline, optional out float _outfLength, optional float _fCheckRadius, optional float _fAcceptRadius) )
Finds the closest location on the closest spline actor to a given position within a given radius
@param _vToLocation the reference location to
@param _splineClass only spline actors with this class will be chacked
@param _outSpline the spline actor closest to the reference location
@param _outfLength the length on the spline closest to the reference location
@param _fCheckRadius how far around the location to check for spline actors
@param _fAcceptRadius the threshhold to accept locations on spline actors
@return true if a spline actor was found, false if not

GetDirectionalizedInputMovement Source code

function Vector GetDirectionalizedInputMovement ( float _fDeltaTime) )
Transforms relative movement input into camera aligned axes For walking this means the XY-Plane
@param _fDeltaTime the current delta time to use for scaling
@return the transformed vector

GetDirectionalizedInputMovement PlayerDiving Source code

function Vector GetDirectionalizedInputMovement ( float _fDeltaTime) )

GetDirectionalizedInputMovement PlayerWallClimbing Source code

function Vector GetDirectionalizedInputMovement ( float _fDeltaTime) )

GetRelativeInputLook Source code

final function Vector GetRelativeInputLook ( float _fDeltaTime) )
This calculates a relative look input vector with the axes being within -1 and 1 (Look input is mouse or right analog stick)
@param _fDeltaTime the current delta time to use for scaling
@return the relative vector

GetRelativeInputMovement Source code

final function Vector GetRelativeInputMovement ( float _fDeltaTime) )
This calculates a relative movement input vector with the axes being within -1 and 1 (Movement input is keys or left analog stick)
@param _fDeltaTime the current delta time to use for scaling
@return the relative vector

Interact Source code

final function Interact ( EInteractionState _interaction) )
Called from AdvKitLeverTrigger upon use to have the advPawn play a synchronized use animation
@param _interaction the state of the interaction (animation controll of the AnimTree)

NextWeapon Source code

exec function NextWeapon ( ) )

NotifyHitWall Source code

event bool NotifyHitWall ( vector _vHitNormal, actor _wall) )
Called when our pawn has collided with a blocking piece of world geometry
@param _vHitNormal the normal of the hit surface
@param _wall the hit wall
@return false to call HitWall on the pawn, true to prevent it

NotifyLanded Source code

event bool NotifyLanded ( vector _vHitNormal, Actor _floor) )
Called when our pawn has landed on a floor
@param _vHitNormal the normal of the hit surface
@param _floor the hit floor
@return false to call Landed on the pawn, true to prevent it

NotifyOnAnimEnd Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime )
Called from Pawn.OnAnimEnd when the pawn finished playing an animation Look at Actor.OnAnimEnd for Documentation

NotifyOnAnimEnd PlayerCeilingClimbing Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerInteracting Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerLedgeClimbing Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerPoleClimbing Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerPoleStanding Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerSwimming Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerTightSpaceWalking Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerWalking Source code

event NotifyOnAnimEnd ( AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) )

NotifyOnAnimEnd PlayerWallClimbing Source code

event NotifyOnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

NotifyOnAnimEnd PlayerWallJumping Source code

event NotifyOnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

NotifyPreSplineEnd Source code

event NotifyPreSplineEnd ( optional AdvKitSplineActor _nextSplineActor, optional float _fDistToChange )
Called when the Pawn is about to change splines from CheckSplineEnd
@param _nextSplineActor the next spline
@param _fDistToChange how long until the change

NotifyPreSplineEnd PlayerLedgeClimbing Source code

event NotifyPreSplineEnd ( optional AdvKitSplineActor _nextSplineActor, optional float _fDistToChange) )

NotifySplineChanged Source code

event bool NotifySplineChanged ( AdvKitSplineActor _oldSplineActor, AdvKitSplineActor _newSplineActor )
Called when the Pawn's spline just changed
@param _oldSplineActor the old spline
@param _newSplineActor the new spline
@return true to prevent OnSplineChanged notification on the pawn

PlayerMove PlayerBalancing Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerCeilingClimbing Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerDiving Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerInteracting Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerLedgeClimbing Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerPoleClimbing Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerPoleStanding Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerSliding Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerSwimming Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerTightSpaceWalking Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerWalking Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerWallClimbing Source code

function PlayerMove ( float _fDeltaTime) )

PlayerMove PlayerWallJumping Source code

function PlayerMove ( float _fDeltaTime) )

Possess Source code

event Possess ( Pawn _inPawn, bool _bVehicleTransition) )
The controller posesses a Pawn
@param _inPawn the Pawn that is getting possesed
@param _bVehicleTransition is it a vehicle transition (not that important)

PrevWeapon Source code

exec function PrevWeapon ( ) )

RecalculateClimbingPosition Source code

final function RecalculateClimbingPosition ( ) )
Called to recalculate the Pawn's location on a climbable surface

ShowMenu Source code

exec function ShowMenu ( ) )

TraceAdvanced Source code

final function Actor TraceAdvanced ( Vector _vStartTrace, Vector _vEndTrace, optional Vector _vExtent, optional bool _bTraceActors, optional out Vector _vOutHitLocation, optional out Vector _vOutHitNormal, optional out TraceHitInfo _outHitInfo, optional int _iExtraTraceFlags, optional out AdvKitPhysicalMaterialProperty _physProperty) )
This function extends the default Trace function: most parameters are optional and it has additional out parameters
@param _vStartTrace position to start the trace
@param _vEndTrace position to end the trace
@param _vExtent thickness of the trace line
@param _bTraceActors whether to trace actors or brushes
@param _vOutHitLocation location of trace hit
@param _vOutHitNormal normal of polygon the trace hit
@param _outHitInfo additional hit info
@param _iExtraTraceFlags additional trace flags (see Actor.uc TRACEFLAG_*)
@param _physProperty AdvKitPhysicalMaterialProperty of the hit material
@return first hit actor, or none if nothing was hit

TraceForWallClimbSurface Source code

final function bool TraceForWallClimbSurface ( Vector _vTraceStart, Vector _vTraceEnd, optional out Vector _vOutHitNormal) )
Make a trace and to check if it hit a surface that is climbable
@param _vTraceStart the position to start the trace from
@param _vTraceEnd the end position of the trace
@param _vOutHitNormal the normal of the surface
@return true if a climbable surface was hit

UpdatePawnRotation Source code

function UpdatePawnRotation ( float _fDeltaTime) )
Default behaviour (for walking) to rotate the pawn. This is called from UpdateRotation when the advPawn is not in RootMotion.
@param _fDeltaTime the delta time

UpdatePawnRotation PlayerBalancing Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdatePawnRotation PlayerCeilingClimbing Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdatePawnRotation PlayerDiving Source code

function UpdatePawnRotation ( float DeltaTime ) )

UpdatePawnRotation PlayerLedgeClimbing Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdatePawnRotation PlayerPoleClimbing Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdatePawnRotation PlayerPoleStanding Source code

function UpdatePawnRotation ( float _fDeltaTime ) )

UpdatePawnRotation PlayerSliding Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdatePawnRotation PlayerTightSpaceWalking Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdatePawnRotation PlayerWallClimbing Source code

function UpdatePawnRotation ( float _fDeltaTime) )

UpdateRotation Source code

function UpdateRotation ( float _fDeltaTime ) )
Update all rotation for Controller, Camera and Pawn
@param _fDeltaTime the delta time

UpdateRotation PlayerInteracting Source code

function UpdateRotation ( float _fDeltaTime ) )

Zoom Source code

final exec function Zoom ( float _fZoom, optional float _fDeltaTime) )
Zoom the camera (modify distance of the camera to the Pawn)
@param _fZoom the distance amount to zoom
@param _fDeltaTime the delta time


Defaultproperties

defaultproperties
{
	CameraClass = class 'AdvKit.AdvKitCamera'
	MinHitWall = 0.8
	fMinCameraDistance = 64
	fMaxCameraDistance = 512
}

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Creation time: Di 17.9.2013 17:47:16.742 - Created with UnCodeX