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MobileGame.MobilePC

Extends
GamePlayerController

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.PlayerController
         |   
         +-- GameFramework.GamePlayerController
            |   
            +-- MobileGame.MobilePC

Direct Known Subclasses:

CastlePC

Constants Summary
Inherited Contants from Engine.PlayerController
CLIENTADJUSTUPDATECOST, MAXCLIENTUPDATEINTERVAL, MAXNEARZEROVELOCITYSQUARED, MAXPOSITIONERRORSQUARED, MAXVEHICLEPOSITIONERRORSQUARED

Variables Summary
floatAutoRotationAccelRate
floatAutoRotationBrakeDecelRate
vector2dAutoRotationVelocity
boolbApplyBackTouchToViewOffset
boolbCameraBreathing
boolbFingerIsDown
boolbLookAtDestination
floatBreathAutoRotationAccelRate
floatBreathAutoRotationBrakeDecelRate
boolbSmoothRotation
vectorCameraBreathCenterLocation
RotatorCameraBreathRotator
vectorCameraBreathSampleLocation
intDefaultInputGroup
floatDistanceUntilNextFootstepSound
MobileInputZoneFacebookZone
array<SoundCue>FootstepSounds
MobileInputZoneFreeLookZone
floatLastCameraBreathDeltaSelectTime
floatLastEnteredTapToMove
RotatorLastOffset
floatLookAtDestAutoPitchAmount
vectorLookAtDestination
RotatorMatineeOffset
floatMaxAutoRotationVelocity
floatMaxBreathAutoRotationVelocity
MobilePlayerInputMPI
intNoTapToMoves
floatOldLookup
floatOldTurn
floatRangeBasedAccelMaxDistance
floatRangeBasedYawAccelStrength
floatRotationSmoothingFactor
stringServerCommandline
MobileInputZoneSliderZone
MobileInputZoneStickLookZone
MobileInputZoneStickMoveZone
floatTimeBetweenCameraBreathChanges
floatTimeOfLastUserViewChange
floatTotalTimeInTapToMove
Vector2DTouchCenter
Inherited Variables from GameFramework.GamePlayerController
AgentAwareRadius, bDebugCrowdAwareness, bIsWarmupPaused, bWarnCrowdMembers, CurrentSoundMode
Inherited Variables from Engine.PlayerController
AcknowledgedPawn, bAimingHelp, bBlockCameraAnimsFromOverridingPostProcess, bCameraPositionLocked, bCheatFlying, bCheckRelevancyThroughPortals, bCheckSoundOcclusion, bCinemaDisableInputLook, bCinemaDisableInputMove, bCinematicMode, bClientSimulatingViewTarget, bDebugCameraAnims, bDebugClientAdjustPosition, bDoubleJump, bDuck, BestNextHostPeers, bFrozen, bHasVoiceHandshakeCompleted, bIgnoreLookInput, bIgnoreMoveInput, bIgnoreNetworkMessages, bIsControllerConnected, bIsExternalUIOpen, bIsUsingStreamingVolumes, BlendedTargetViewRotation, bLogHearSoundOverflow, bNeverSwitchOnPickup, bPendingDestroy, bPressedJump, bReplicateAllPawns, bRun, bShortConnectTimeOut, bUpdatePosition, bUpdating, bWasSaturated, bWasSpeedHack, CameraClass, CheatClass, CheatManager, ClientCap, ClientUpdateTime, ConnectedPeers, ControllingDirTrackInst, CurrentTimeStamp, CylinderComponent, DebugTextList, DefaultFOV, DelayedJoinSessionName, DesiredFOV, DoubleClickDir, DynamicPingThreshold, FailedPathStart, ForceFeedbackManager, ForceFeedbackManagerClassName, FOVAngle, FreeMoves, GameplayVoiceMuteList, GroundPitch, HearSoundActiveComponents, HearSoundPoolComponents, HiddenActors, InputClass, InputRequests, InteractDistance, Interactions, LastAckedAccel, LastActiveTime, LastBroadcastString[4], LastBroadcastTime, LastPingUpdate, LastSpectatorStateSynchTime, LastSpeedHackLog, LastUpdateTime, LODDistanceFactor, MaxConcurrentHearSounds, MaxResponseTime, MaxTimeMargin, MigratedSearchToJoin, MinRespawnDelay, MyCoverReplicator, myHUD, NetPlayerIndex, OnlinePlayerData, OnlineSub, PendingAdjustment, PendingMapChangeLevelNames, PendingMove, PendingSwapConnection, Player, PlayerCamera, PlayerInput, RealViewTarget, SavedMoveClass, SavedMoves, ServerTimeStamp, SpectatorCameraSpeed, TargetEyeHeight, TargetViewRotation, TimeMargin, ViewTarget, VoiceInterface, VoiceMuteList, VoicePacketFilter, WaitDelay

Enumerations Summary
Inherited Enumerations from Engine.PlayerController
EInputMatchAction, EInputTypes, EProgressMessageType

Structures Summary
Inherited Structures from Engine.PlayerController
ClientAdjustment, ConnectedPeerInfo, DebugTextInfo, InputEntry, InputMatchRequest

Functions Summary
function ActivateControlGroup ()))
function CheckDistanceToDestination (float DistToDestination))
event Destroyed ()))
function FacebookButtonClicked ()))
event GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation ))
event InitInputSystem ()))
functionbool IsStickMoveActive ()))
event NotifyDirectorControl (bool bNowControlling))
function OffsetMatineeTouch (int Handle, EZoneTouchEvent Type, Vector2D TouchLocation, float DeviceTimestamp, int TouchpadIndex))
function OnConsoleCommand (SeqAct_ConsoleCommand inAction ))
function OnFBAuthComplete (bool bSucceeded))
function OnFBRequestComplete (string JsonString))
function OnUserClickedAdvertisement ()))
event OnUserClosedAdvertisement ()))
function OnWebRequestComplete (string Response))
function PlayerMove (float DeltaTime ))
function PlayerTick (float DeltaTime))
function PostBeginPlay ()))
function ProcessViewRotation (float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot ))
function ReceivedGameClass (class<GameInfo> GameClass))
function SetFootstepsToSnow ()))
function SetFootstepsToStone ()))
function SetNextFootstepDistance ()))
function SetupZones ()))
function UpdateCameraBreathing ()))
function UpdateRotation (float DeltaTime ))
Inherited Functions from GameFramework.GamePlayerController
CallMemLeakCheck, CanUnpauseWarmup, ClientColorFade, ClientPlayMovie, ClientStopMovie, CrowdDebug, CrowdFocus, CrowdToggle, DoForceFeedbackForScreenShake, DoMemLeakChecking, GetCurrentMovie, GetUIPlayerIndex, KeepPlayingLoadingMovie, NotifyCrowdAgentInRadius, NotifyCrowdAgentRefresh, SetSoundMode, ShowLoadingMovie, StopMemLeakChecking, WarmupPause
Inherited Functions from Engine.PlayerController
AcknowledgePossession, AddCheats, AddDebugText, AddPeer, AdjustFOV, AimHelpDot, AimingHelp, AllowTextMessage, AllowTTSMessageFrom, AskForPawn, BeginState, BugIt, BugItAI, BugItGo, BugItGoString, BugItStringCreator, BugItWorker, CallServerMove, Camera, CameraLookAtFinished, CanAllPlayersPlayOnline, CanCommunicate, CanRestartPlayer, CanUnpauseControllerConnected, CanUnpauseExternalUI, CanViewUserCreatedContent, CauseEvent, CE, ChangeTeam, CheckJumpOrDuck, CheckSpeedHack, CleanOutSavedMoves, CleanUpAudioComponents, CleanupPawn, CleanupPRI, ClearAckedMoves, ClearInviteDelegates, ClearOnlineDelegates, ClientAckGoodMove, ClientAdjustPosition, ClientAdminMessage, ClientArbitratedMatchEnded, ClientCancelPendingMapChange, ClientCapBandwidth, ClientClearKismetText, ClientCommitMapChange, ClientControlMovieTexture, ClientConvolve, ClientDrawKismetText, ClientEndOnlineGame, ClientFlushLevelStreaming, ClientForceGarbageCollection, ClientGameEnded, ClientGotoState, ClientHearSound, ClientIgnoreLookInput, ClientIgnoreMoveInput, ClientInitializeDataStores, ClientMessage, ClientMutePlayer, ClientNotifyPartyHostLeaving, ClientPlayActorFaceFXAnim, ClientPlayCameraAnim, ClientPlayCameraShake, ClientPlayForceFeedbackWaveform, ClientPlaySound, ClientPrepareMapChange, ClientPrestreamTextures, ClientRegisterForArbitration, ClientRegisterHostStatGuid, ClientReset, ClientRestart, ClientReturnToParty, ClientSetBlockOnAsyncLoading, ClientSetCameraFade, ClientSetCameraMode, ClientSetCinematicMode, ClientSetForceMipLevelsToBeResident, ClientSetHostUniqueId, ClientSetHUD, ClientSetOnlineStatus, ClientSetProgressMessage, ClientSetViewTarget, ClientSpawnCameraLensEffect, ClientStartNetworkedVoice, ClientStartOnlineGame, ClientStopCameraAnim, ClientStopCameraShake, ClientStopForceFeedbackWaveform, ClientStopNetworkedVoice, ClientTravel, ClientTravelToSession, ClientUnmutePlayer, ClientUpdateBestNextHosts, ClientUpdateLevelStreamingStatus, ClientUpdatePosition, ClientVoiceHandshakeComplete, ClientWasKicked, ClientWriteLeaderboardStats, ClientWriteOnlinePlayerScores, CompressAccel, ConditionalPause, ConsoleCommand, ConsoleKey, CopyToClipboard, CreateTTSSoundCue, DebugCameraAnims, DebugLogPRIs, DelayedPrepareMapChange, Destroyed, DisableDebugAI, DisplayDebug, DoForceFeedbackForScreenShake, DrawDebugTextList, DrawHUD, DualServerMove, DumpOnlineSessionState, DumpPeers, DumpVoiceMutingState, EnableCheats, EndState, EnterStartState, FellOutOfWorld, FindConnectedPeerIndex, FindGoodView, FindStairRotation, FindVehicleToDrive, FixFOV, ForceClearUnpauseDelegates, ForceDeathUpdate, ForceSingleNetUpdateFor, FOV, GameHasEnded, GameplayMutePlayer, GameplayUnmutePlayer, GetAchievementProgression, GetAdjustedAimFor, GetCurrentSearchClass, GetDefaultURL, GetFOVAngle, GetFreeMove, GetNewPeerHostURL, GetOnlineSubsystem, GetPartyGameTypeName, GetPartyMapName, GetPlayerControllerFromNetId, GetPlayerNetworkAddress, GetPlayerViewPoint, GetPooledAudioComponent, GetRegisteredPlayersInSession, GetSeamlessTravelActorList, GetServerMoveDeltaTime, GetServerNetworkAddress, GetSplitscreenPlayerByIndex, GetSplitscreenPlayerCount, GetTriggerUseList, GetUIController, GetViewTarget, GivePawn, HandlePickup, HandleWalking, HasClientLoadedCurrentWorld, HasPeerConnection, HearSoundFinished, IgnoreLookInput, IgnoreMoveInput, IncrementNumberOfMatchesPlayed, InitInputSystem, InviteHasEnoughSpace, IsBestHostPeer, IsClosestLocalPlayerToActor, IsControllerTiltActive, IsDead, IsForceFeedbackAllowed, IsKeyboardAvailable, IsLocalPlayerController, IsLookInputIgnored, IsMouseAvailable, IsMoveInputIgnored, IsPartyLeader, IsPaused, IsPlayerMuted, IsPrimaryPlayer, IsShowingSubtitles, IsSpectating, IsSplitscreenPlayer, Jump, KickWarning, Kismet_ClientPlaySound, Kismet_ClientStopSound, LevelStreamingStatusChanged, LimitSpectatorVelocity, LimitViewRotation, ListCE, ListConsoleEvents, LocalTravel, LogLoc, LogOutBugItAIGoToLogFile, LogOutBugItGoToLogFile, LongClientAdjustPosition, MigrateNewHost, ModifyClientURL, MoveAutonomous, Mutate, NextWeapon, NotifyChangedWeapon, NotifyDirectorControl, NotifyHostMigrationStarted, NotifyInviteFailed, NotifyLanded, NotifyLoadedWorld, NotifyNotAllPlayersCanJoinInvite, NotifyNotEnoughSpaceInInvite, NotifyPeerDisconnectHost, NotifyPhysicsVolumeChange, NotifyTakeHit, OldServerMove, OnArbitrationRegisterComplete, OnCameraShake, OnConsoleCommand, OnControllerChanged, OnDestroy, OnDestroyForInviteComplete, OnDrawText, OnEndForInviteComplete, OnEngineInitialTick, OnExternalUIChanged, OnFlyThroughHasEnded, OnForceFeedback, OnGameInviteAccepted, OnHostMigratedOnlineGame, OnInviteJoinComplete, OnJoinMigratedGame, OnJoinTravelToSessionComplete, OnPartyMemberListChanged, OnPartyMembersInfoChanged, OnRegisterHostStatGuidComplete, OnSetCameraTarget, OnSetSoundMode, OnToggleCinematicMode, OnToggleHUD, OnToggleInput, OnUnregisterPlayerCompleteForHostMigrate, OnUnregisterPlayerCompleteForJoinMigrate, PasteFromClipboard, PathChild, PathClear, PathStep, Pause, PauseRumbleForAllPlayers, PawnDied, PeerDesignatedAsClient, PeerDesignatedAsHost, PeerReceivedMigratedSession, PeerTravelAsHost, PerformedUseAction, PlayBeepSound, PlayerMove, PlayerTick, PlayRumble, Possess, PostBeginPlay, PostControllerIdChange, PreClientTravel, PreControllerIdChange, PreJoinUpdateGameSettings, PreRender, PrevWeapon, ProcessDrive, ProcessMove, ProcessViewRotation, RE, ReceivedGameClass, ReceivedPlayer, ReceiveLocalizedMessage, RegisterCustomPlayerDataStores, RegisterOnlineDelegates, RegisterPlayerDataStores, RegisterStandardPlayerDataStores, ReloadProfileSettings, RemoteEvent, RemoveAllDebugStrings, RemoveDebugText, RemoveMissingPeersFromSession, RemovePeer, ReplicatedEvent, ReplicateMove, Reset, ResetCameraMode, ResetFOV, ResetPlayerMovementInput, ResetTimeMargin, Restart, RestartLevel, SaveActorConfig, SaveClassConfig, Say, SeamlessTravelFrom, SeamlessTravelTo, SendClientAdjustment, SendToConsole, Sentinel_PostAcquireTravelTheWorldPoints, Sentinel_PreAcquireTravelTheWorldPoints, Sentinel_SetupForGamebasedTravelTheWorld, ServerAcknowledgePossession, ServerAddPeer, ServerCamera, ServerCauseEvent, ServerChangeName, ServerChangeTeam, ServerDrive, ServerGivePawn, ServerMove, ServerMoveHandleClientError, ServerMutate, ServerMutePlayer, ServerNotifyLoadedWorld, ServerNotifyPartyHostLeaving, ServerPause, ServerProcessConvolve, ServerRegisterClientStatGuid, ServerRegisteredForArbitration, ServerRemoteEvent, ServerRemovePeer, ServerRestartGame, ServerReStartPlayer, ServerSay, ServerSetSpectatorLocation, ServerShortTimeout, ServerSpeech, ServerSuicide, ServerTeamSay, ServerThrowWeapon, ServerUnmutePlayer, ServerUpdateLevelVisibility, ServerUpdatePing, ServerUse, ServerUTrace, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewPrevPlayer, ServerViewSelf, SetAllowMatureLanguage, SetAudioGroupVolume, SetCameraMode, SetCinematicMode, SetControllerTiltActive, SetControllerTiltDesiredIfAvailable, SetFOV, SetName, SetNetSpeed, SetOnlyUseControllerTiltInput, SetPause, SetRumbleScale, SetShowSubtitles, SetUseTiltForwardAndBack, SetViewTarget, SetViewTargetWithBlend, ShortClientAdjustPosition, ShowGameState, ShowPlayerState, SkipPositionUpdateForRM, SoakPause, SpawnCoverReplicator, SpawnDefaultHUD, SpawnPlayerCamera, SpeakTTS, Speech, StartAltFire, StartFire, StopAltFire, StopFire, Suicide, SwitchLevel, SwitchTeam, Talk, TeamMessage, TeamSay, TeamTalk, TellPeerToTravel, TellPeerToTravelToSession, ThrowWeapon, Timer, TriggerInteracted, UnPossess, UnregisterPlayerDataStores, UnregisterStandardPlayerDataStores, UpdatePing, UpdateRotation, UpdateStateFromAdjustment, UpdateURL, Use, UsingFirstPersonCamera, UTrace, VeryShortClientAdjustPosition, ViewAPlayer, ViewShake


Variables Detail

AutoRotationAccelRate Source code

var float AutoRotationAccelRate;
How fast to increase the rate of rotation toward the target

AutoRotationBrakeDecelRate Source code

var float AutoRotationBrakeDecelRate;
How quickly to decelerate when no rotation is applied

AutoRotationVelocity Source code

var vector2d AutoRotationVelocity;
How fast we're currently rotating toward the target (yaw, pitch)

bApplyBackTouchToViewOffset Source code

var bool bApplyBackTouchToViewOffset;
If true, apply an offset to the view target during a matinee

bCameraBreathing Source code

var bool bCameraBreathing;
Is camera breathing engaged yet

bFingerIsDown Source code

var bool bFingerIsDown;

bLookAtDestination Source code

var bool bLookAtDestination;
True if we should look at our click-to-move destination.

BreathAutoRotationAccelRate Source code

var float BreathAutoRotationAccelRate;
How fast to increase the rate of rotation toward the target

BreathAutoRotationBrakeDecelRate Source code

var float BreathAutoRotationBrakeDecelRate;
How quickly to decelerate when no rotation is applied

bSmoothRotation Source code

var config bool bSmoothRotation;
Whether to use rotation smoothing

CameraBreathCenterLocation Source code

var vector CameraBreathCenterLocation;
The location that the camera was approximately looking at when breathing began

CameraBreathRotator Source code

var Rotator CameraBreathRotator;
Delta from the desired rotation

CameraBreathSampleLocation Source code

var vector CameraBreathSampleLocation;
Last location where breathing began

DefaultInputGroup Source code

var config int DefaultInputGroup;

DistanceUntilNextFootstepSound Source code

var float DistanceUntilNextFootstepSound;
How far we should move before playing the next footstep sound

FacebookZone Source code

var MobileInputZone FacebookZone;

FootstepSounds Source code

var array<SoundCue> FootstepSounds;
List of footstep sounds, chosen at random to play while the player is walking

FreeLookZone Source code

var MobileInputZone FreeLookZone;

LastCameraBreathDeltaSelectTime Source code

var float LastCameraBreathDeltaSelectTime;
Time of the last random breath rotator sampling

LastEnteredTapToMove Source code

var float LastEnteredTapToMove;
Used for stats tracking

LastOffset Source code

var Rotator LastOffset;

LookAtDestAutoPitchAmount Source code

var float LookAtDestAutoPitchAmount;

LookAtDestination Source code

var vector LookAtDestination;
Holds the location we are looking at

MatineeOffset Source code

var Rotator MatineeOffset;

MaxAutoRotationVelocity Source code

var float MaxAutoRotationVelocity;
Maximum auto rotation velocity

MaxBreathAutoRotationVelocity Source code

var float MaxBreathAutoRotationVelocity;
Maximum auto rotation velocity

MPI Source code

var MobilePlayerInput MPI;
Cache a reference to the MobilePlayerInput

NoTapToMoves Source code

var int NoTapToMoves;
Used for stats tracking

OldLookup Source code

var float OldLookup;
Used for turn smoothing

OldTurn Source code

var float OldTurn;
Used for turn smoothing

RangeBasedAccelMaxDistance Source code

var float RangeBasedAccelMaxDistance;
Distance at which we start to change rotation acceleration rate based on distance to touch-to-move target

RangeBasedYawAccelStrength Source code

var float RangeBasedYawAccelStrength;
When rotating to a touch-to-move target, how much to increase yaw acceleration when the target is nearby

RotationSmoothingFactor Source code

var config float RotationSmoothingFactor;
How much to smooth rotation.

ServerCommandline Source code

var config string ServerCommandline;
Commandline to run when being a server

SliderZone Source code

var MobileInputZone SliderZone;
Cache a reference to various zones

StickLookZone Source code

var MobileInputZone StickLookZone;

StickMoveZone Source code

var MobileInputZone StickMoveZone;

TimeBetweenCameraBreathChanges Source code

var float TimeBetweenCameraBreathChanges;
Time between direction changes

TimeOfLastUserViewChange Source code

var float TimeOfLastUserViewChange;
Holds the time of the last movement/look change

TotalTimeInTapToMove Source code

var float TotalTimeInTapToMove;
Used for stats tracking

TouchCenter Source code

var Vector2D TouchCenter;


Functions Detail

ActivateControlGroup Source code

function ActivateControlGroup ( ) )

CheckDistanceToDestination Source code

simulated function CheckDistanceToDestination ( float DistToDestination) )
Stub Function. It get's called by ProcessViewRotation and allows children to perform actions based on the distance to a destination.

Destroyed Source code

event Destroyed ( ) )

FacebookButtonClicked Source code

exec function FacebookButtonClicked ( ) )

GetPlayerViewPoint Source code

simulated event GetPlayerViewPoint ( out vector out_Location, out Rotator out_Rotation ) )

InitInputSystem Source code

event InitInputSystem ( ) )
When we init the input system, find the TapToMove zone and hook up the delegate

IsStickMoveActive Source code

function bool IsStickMoveActive ( ) )
Checks to see if we are moving via the virtual stick
@returns true if the virtual stick is being used to move the player

NotifyDirectorControl Source code

event NotifyDirectorControl ( bool bNowControlling) )

OffsetMatineeTouch Source code

function OffsetMatineeTouch ( int Handle, EZoneTouchEvent Type, Vector2D TouchLocation, float DeviceTimestamp, int TouchpadIndex) )
Offset matinee via back touch

OnConsoleCommand Source code

function OnConsoleCommand ( SeqAct_ConsoleCommand inAction ) )
Kismet hook to trigger console events

OnFBAuthComplete Source code

function OnFBAuthComplete ( bool bSucceeded) )

OnFBRequestComplete Source code

function OnFBRequestComplete ( string JsonString) )

OnUserClickedAdvertisement Source code

function OnUserClickedAdvertisement ( ) )
Called on all player controllers when an in-game advertisement has been clicked on by the user. Game will probably want to pause, etc, at this point

OnUserClosedAdvertisement Source code

event OnUserClosedAdvertisement ( ) )
Called on all player controllers when an in-game advertisement has been closed down (usually when user clicks Done or similar). Game will want to unpause, etc here.

OnWebRequestComplete Source code

function OnWebRequestComplete ( string Response) )

PlayerMove Source code

function PlayerMove ( float DeltaTime ) )
PlayerMove is called each frame to manage the input. We will use it to hook in and see if the player has changed their view. If they do, then stop auto-rotating

PlayerTick Source code

function PlayerTick ( float DeltaTime) )
Handle footsteps

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
Setup the in world indicator for Touch to move and some other subsystems

ProcessViewRotation Source code

function ProcessViewRotation ( float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot ) )
Called from PlayerMove, it's here that we adjust the viewport

ReceivedGameClass Source code

simulated function ReceivedGameClass ( class<GameInfo> GameClass) )
Zones have to be setup on both sides of the network pond. This function is a good place to do that from.
@param GameClass holds the class that's being setup.

SetFootstepsToSnow Source code

exec function SetFootstepsToSnow ( ) )

SetFootstepsToStone Source code

exec function SetFootstepsToStone ( ) )

SetNextFootstepDistance Source code

function SetNextFootstepDistance ( ) )
Sets the distance until the next footstep sound plays

SetupZones Source code

function SetupZones ( ) )
The main purpose of this function is to size and reset zones. There's a lot of specific code in here to reposition zones based on if it's an phone vs pad.

UpdateCameraBreathing Source code

simulated function UpdateCameraBreathing ( ) )
Function that selects a slightly offset direction to look and will trend the camera towards that

UpdateRotation Source code

function UpdateRotation ( float DeltaTime ) )
Optionally smooth rotation


Defaultproperties

defaultproperties
{
	InputClass=class'GameFramework.MobilePlayerInput'

	AutoRotationAccelRate=10000.0
	AutoRotationBrakeDecelRate=10000.0
	MaxAutoRotationVelocity=300000
	
	BreathAutoRotationAccelRate=250.0
	BreathAutoRotationBrakeDecelRate=1.0
	MaxBreathAutoRotationVelocity=75

	TimeBetweenCameraBreathChanges = 2.0
	
	RangeBasedYawAccelStrength=8.0
	RangeBasedAccelMaxDistance=512.0


	FootstepSounds(0)=SoundCue'CastleAudio.Player.Footstep_Walk_01_Cue'
	FootstepSounds(1)=SoundCue'CastleAudio.Player.Footstep_Walk_02_Cue'
	FootstepSounds(2)=SoundCue'CastleAudio.Player.Footstep_Walk_03_Cue'
	FootstepSounds(3)=SoundCue'CastleAudio.Player.Footstep_Walk_04_Cue'
	FootstepSounds(4)=SoundCue'CastleAudio.Player.Footstep_Walk_05_Cue'
	FootstepSounds(5)=SoundCue'CastleAudio.Player.Footstep_Walk_06_Cue'

}

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Creation time: ti 22-3-2011 19:56:52.722 - Created with UnCodeX