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UPak.MarineWaveInfo

Extends
Info

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- UPak.MarineWaveInfo

Constants Summary
Inherited Contants from Engine.Actor
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit

Variables Summary
PathNodeBeamNodeArray[16]
boolbFilled
MasterWaveInfoController
intCurrentMarine
SpaceMarineDeadMarines[16]
intMarinesLeft
SpaceMarinePlacedMarines[16]
intPlacedMarineTracker[16]
PathNodeSurroundingNodes[16]
PawnTarget
intTotalMarines
WaveSetup
floatBeamDelay
boolbTriggerable
boolbTriggerDispatcher
class<SpaceMarine>MarineList[16]
class<Weapon>MarineWeapons[16]
intWaveNumber
Inherited Variables from Engine.Actor
Acceleration, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
MultiTimerType, PointRegion

Functions Summary
function Activate ()))
function AddNodeToList (PathNode AddNode ))
function AddPlacedMarine (SpaceMarine NewMarine ))
function BeamMarine ()))
functionint CountMarines ()))
functionbool FindMasterWaveInfo ()))
function FindPointsNearPlayer (Pawn BeamSpot ))
function FindSurroundingNodes (Pawn TargetPawn ))
functionint GetNextMarine ()))
functionPawn GetPlayerPawn ()))
functionbool GoodNode (PathNode CheckNode ))
function LogStats ()))
functionint MarinesRemaining ()))
function PostBeginPlay ()))
functionbool SetCurrentMarine (int NextMarine ))
function SubtractMarine (SpaceMarine DeadMarine ))
function Timer ()))
function Trigger (actor Other, Pawn EventInstigator ))
Inherited Functions from Engine.Actor
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange


Variables Detail

BeamNodeArray[16] Source code

var PathNode BeamNodeArray[16];

bFilled Source code

var bool bFilled;

Controller Source code

var MasterWaveInfo Controller;

CurrentMarine Source code

var int CurrentMarine;

DeadMarines[16] Source code

var SpaceMarine DeadMarines[16];

MarinesLeft Source code

var int MarinesLeft;

PlacedMarines[16] Source code

var SpaceMarine PlacedMarines[16];

PlacedMarineTracker[16] Source code

var int PlacedMarineTracker[16];

SurroundingNodes[16] Source code

var PathNode SurroundingNodes[16];

Target Source code

var Pawn Target;

TotalMarines Source code

var int TotalMarines;

WaveSetup

BeamDelay Source code

var(WaveSetup) float BeamDelay;

bTriggerable Source code

var(WaveSetup) bool bTriggerable;

bTriggerDispatcher Source code

var(WaveSetup) bool bTriggerDispatcher;

MarineList[16] Source code

var(WaveSetup) class<SpaceMarine> MarineList[16];

MarineWeapons[16] Source code

var(WaveSetup) class<Weapon> MarineWeapons[16];

WaveNumber Source code

var(WaveSetup) int WaveNumber;


Functions Detail

Activate Source code

function Activate ( ) )

AddNodeToList Source code

function AddNodeToList ( PathNode AddNode ) )

AddPlacedMarine Source code

function AddPlacedMarine ( SpaceMarine NewMarine ) )

BeamMarine Source code

function BeamMarine ( ) )

CountMarines Source code

function int CountMarines ( ) )

FindMasterWaveInfo Source code

function bool FindMasterWaveInfo ( ) )

FindPointsNearPlayer Source code

function FindPointsNearPlayer ( Pawn BeamSpot ) )

FindSurroundingNodes Source code

function FindSurroundingNodes ( Pawn TargetPawn ) )

GetNextMarine Source code

function int GetNextMarine ( ) )

GetPlayerPawn Source code

function Pawn GetPlayerPawn ( ) )

GoodNode Source code

function bool GoodNode ( PathNode CheckNode ) )

LogStats Source code

function LogStats ( ) )

MarinesRemaining Source code

function int MarinesRemaining ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

SetCurrentMarine Source code

function bool SetCurrentMarine ( int NextMarine ) )

SubtractMarine Source code

function SubtractMarine ( SpaceMarine DeadMarine ) )

Timer Source code

function Timer ( ) )

Trigger Source code

function Trigger ( actor Other, Pawn EventInstigator ) )


Defaultproperties

defaultproperties
{
}

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Creation time: zo 11-11-2012 21:14:11.006 - Created with UnCodeX