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UnrealShare.Flashlight

Extends
Pickup

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

Direct Known Subclasses:

SearchLight

Variables Summary
VectorEndTrace
VectorHitLocation
VectorHitNormal
VectorNewHitLocation
FlashLightBeams
VectorStartTrace
floatTimeChange
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, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale

Functions Summary
function BeginState ()
Activated
function endstate ()
Activated
function Tick (float DeltaTime)
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, 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, endstate, Tick
DeActivated Source code
state DeActivated


Variables Detail

EndTrace Source code

var Vector EndTrace;

HitLocation Source code

var Vector HitLocation;

HitNormal Source code

var Vector HitNormal;

NewHitLocation Source code

var Vector NewHitLocation;

s Source code

var FlashLightBeam s;

StartTrace Source code

var Vector StartTrace;

TimeChange Source code

var float TimeChange;

X Source code

var Vector X;

Y Source code

var Vector Y;

Z Source code

var Vector Z;


Functions Detail

BeginState Activated Source code

function BeginState ( )

endstate Activated Source code

function endstate ( )

Tick Activated Source code

function Tick ( float DeltaTime )


Defaultproperties

defaultproperties
{
     ExpireMessage="Flashlight batteries have died."
     bActivatable=True
     bDisplayableInv=True
     PickupMessage="You picked up the flashlight"
     RespawnTime=40.000000
     PickupViewMesh=LodMesh'UnrealShare.Flashl'
     Charge=800
     PickupSound=Sound'UnrealShare.Pickups.GenPickSnd'
     ActivateSound=Sound'UnrealShare.Pickups.FSHLITE1'
     DeActivateSound=Sound'UnrealShare.Pickups.FSHLITE2'
     Icon=Texture'UnrealShare.Icons.I_Flashlight'
     RemoteRole=ROLE_DumbProxy
     Mesh=LodMesh'UnrealShare.Flashl'
     AmbientGlow=96
     CollisionRadius=22.000000
     CollisionHeight=4.000000
     LightBrightness=100
     LightHue=33
     LightSaturation=187
     LightRadius=7
}

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Creation time: za 22-4-2006 13:07:18.546 - Created with UnCodeX