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UnrealI.ForceField

Extends
Pickup

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Pickup
         |   
         +-- UnrealI.ForceField

Variables Summary
ForceFieldProjr
vectorX
vectorY
vectorZ
ForceField
StringM_NoRoom
Inherited Variables from Engine.Pickup
bAutoActivate, bCanActivate, bCanHaveMultipleCopies, ExpireMessage, Inv, NumCopies
Inherited Variables from Engine.Inventory
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bFirstFrame, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, bTossedOut, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemMessageClass, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupMessageClass, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale

Functions Summary
function BeginState ()))
Activated
Inherited Functions from Engine.Pickup
Activate, BeginState, HandlePickupQuery, PickupFunction, SpawnCopy, Touch, TravelPostAccept, UseCharge, UsedUp
Inherited Functions from Engine.Inventory
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, DropInventory, EndState, Fire, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
Activated Source code
state Activated
BeginState
DeActivated Source code
state DeActivated


Variables Detail

r Source code

var ForceFieldProj r;

X Source code

var vector X;

Y Source code

var vector Y;

Z Source code

var vector Z;

ForceField

M_NoRoom Source code

var(ForceField) localized String M_NoRoom;


Functions Detail

BeginState Activated Source code

function BeginState ( ) )


Defaultproperties

defaultproperties
{
     M_NoRoom="No room to activate force field."
     bActivatable=True
     bDisplayableInv=True
     PickupMessage="You picked up the Force Field"
     RespawnTime=20.000000
     PickupViewMesh=LodMesh'UnrealI.ForceFieldPick'
     Charge=130
     PickupSound=Sound'UnrealShare.Pickups.GenPickSnd'
     ActivateSound=Sound'UnrealI.Pickups.FieldSnd'
     DeActivateSound=Sound'UnrealI.Pickups.fFieldh2'
     Icon=Texture'UnrealI.Icons.I_ForceField'
     RemoteRole=ROLE_DumbProxy
     Mesh=LodMesh'UnrealI.ForceFieldPick'
     AmbientGlow=78
     CollisionRadius=8.000000
     CollisionHeight=22.000000
}

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Creation time: Fr 7.6.2013 13:14:36.097 - Created with UnCodeX