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UnrealShare.Flare

Extends
Pickup

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Pickup
         |   
         +-- UnrealShare.Flare

Variables Summary
boolbDamaged
boolbFirstTick
Flaref
vectorX
vectorY
vectorZ
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 HitWall (vector HitNormal, actor Wall ))
Activated
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Activated
function Timer ()))
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
HitWall, TakeDamage, Timer


Variables Detail

bDamaged Source code

var bool bDamaged;

bFirstTick Source code

var bool bFirstTick;

f Source code

var Flare f;

X Source code

var vector X;

Y Source code

var vector Y;

Z Source code

var vector Z;


Functions Detail

HitWall Activated Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

TakeDamage Activated Source code

function TakeDamage ( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

Timer Activated Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
     bCanHaveMultipleCopies=True
     bActivatable=True
     bDisplayableInv=True
     PickupMessage="You got a flare"
     RespawnTime=30.000000
     PickupViewMesh=LodMesh'UnrealShare.FlareM'
     Charge=10
     PickupSound=Sound'UnrealShare.Pickups.GenPickSnd'
     ActivateSound=Sound'UnrealShare.Pickups.flares1'
     Icon=Texture'UnrealShare.Icons.I_Flare'
     RemoteRole=ROLE_DumbProxy
     Mesh=LodMesh'UnrealShare.FlareM'
     bUnlit=True
     CollisionRadius=13.000000
     CollisionHeight=8.000000
     bCollideWorld=True
     bProjTarget=True
     LightBrightness=199
     LightHue=25
     LightSaturation=89
     LightRadius=33
}

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Creation time: Fr 7.6.2013 13:14:35.973 - Created with UnCodeX