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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, bRepMuzzleFlash, bRepPlayerView, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, 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 HitWall (vector HitNormal, actor Wall ))
function HitWall (vector HitNormal, actor Wall ))
Activated
function SetInitialState ()))
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
Activated
function Timer ()))
Activated
Inherited Functions from Engine.Pickup
Activate, BeginState, BotDesireability, 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, NotifyPathDefine, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, Reset, 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 Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

HitWall Activated Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

SetInitialState Source code

simulated function SetInitialState ( ) )

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: zo 11-11-2012 21:14:09.897 - Created with UnCodeX