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GameFramework.GameStateObject

Extends
GameplayEventsHandler
Modifiers
native ( GameStats ) config ( Game )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Keeps track of current state as a game stats stream is parsed

Core.Object
|   
+-- Engine.GameplayEventsHandler
   |   
   +-- GameFramework.GameStateObject

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbIsMatchStarted
boolbIsRoundStarted
intMaxRoundNumber
Array_MirrorPlayerStates
intRoundNumber
GameSessionTypeSessionType
Array_MirrorTeamStates
Inherited Variables from Engine.GameplayEventsHandler
EventIDFilter, GroupFilter, Reader
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
GameSessionType
GT_SessionInvalid, GT_SinglePlayer, GT_Coop, GT_Multiplayer
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
PlayerState
PlayerIndex, CurrentTeamIndex, TimeSpawned, TimeAliveSinceLastDeath
TeamState
TeamIndex, PlayerIndices
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
event PreProcessStream ()
function Reset ()
Inherited Functions from Engine.GameplayEventsHandler
AddFilter, PostProcessStream, PreProcessStream, RemoveFilter, ResolveGroupFilters, SetReader
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bIsMatchStarted Source code

var bool bIsMatchStarted;
Has the stream passed a match started event

bIsRoundStarted Source code

var bool bIsRoundStarted;
True if between round started and ended events

MaxRoundNumber Source code

var int MaxRoundNumber;
Maximum round number reported during the match

PlayerStates Source code

var native const Array_Mirror PlayerStates;
All players present in the game over the course of the stream

RoundNumber Source code

var int RoundNumber;
Current round number reported by the last round started event

SessionType Source code

var GameSessionType SessionType;
Type of game session we are parsing

TeamStates Source code

var native const Array_Mirror TeamStates;
All teams present in the game over the course of the stream


Enumerations Detail

GameSessionType Source code

enum GameSessionType
{
GT_SessionInvalid, GT_SinglePlayer, GT_Coop, GT_Multiplayer
};
Types of game sessions the state object can handle


Structures Detail

PlayerState Source code

struct PlayerState
{
var int CurrentTeamIndex;
var int PlayerIndex;
var float TimeAliveSinceLastDeath;
var float TimeSpawned;
};
Contains the notion of player state while parsing the stats stream
CurrentTeamIndex:
Current team index (changes with TEAM_CHANGE event)
PlayerIndex:
Player index related to player metadata array
TimeAliveSinceLastDeath:
If non-zero represents the time between a spawn and death event
TimeSpawned:
Last time player spawned

TeamState Source code

struct TeamState
{
var init array<int> PlayerIndices;
var int TeamIndex;
};
State variables related to a game team
PlayerIndices:
Array of player indices that were ever on a given team
TeamIndex:
Team Index related to team metadata array


Functions Detail

PreProcessStream Source code

native event PreProcessStream ( )
A chance to do something before the stream starts

Reset Source code

native function Reset ( )
Completely reset the game state object


Defaultproperties

defaultproperties
{

}


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Creation time: ti 22-3-2011 19:56:49.600 - Created with UnCodeX