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UPak.UPakScubaGear

Extends
Pickup

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Pickup
         |   
         +-- UPak.UPakScubaGear

Variables Summary
boolbWarningSignaled
stringLowOxygenMessage
stringRechargedMessage
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 Activate ()))
function endstate ()))
Activated
functioninventory PrioritizeArmor (int Damage, name DamageType, vector HitLocation ))
function Timer ()))
Activated
function Timer ()))
DeActivated
function UsedUp ()))
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
endstate, Timer
DeActivated Source code
state DeActivated
Timer


Variables Detail

bWarningSignaled Source code

var bool bWarningSignaled;

LowOxygenMessage Source code

var localized string LowOxygenMessage;

RechargedMessage Source code

var localized string RechargedMessage;

X Source code

var vector X;

Y Source code

var vector Y;

Z Source code

var vector Z;


Functions Detail

Activate Source code

function Activate ( ) )

endstate Activated Source code

function endstate ( ) )

PrioritizeArmor Source code

function inventory PrioritizeArmor ( int Damage, name DamageType, vector HitLocation ) )

Timer Activated Source code

function Timer ( ) )

Timer DeActivated Source code

function Timer ( ) )

UsedUp Source code

function UsedUp ( ) )


Defaultproperties

defaultproperties
{
				RechargedMessage="ScubaGear fully recharged."
				LowOxygenMessage="Oxygen supply critically low"
				bActivatable=True
				bDisplayableInv=True
				PickupMessage="You picked up the SCUBA gear"
				ItemName="Marine SCUBAGear"
				RespawnTime=20.000000
				PickupViewMesh=LodMesh'UnrealShare.Scuba'
				Charge=1250
				PickupSound=Sound'UnrealShare.Pickups.GenPickSnd'
				ActivateSound=Sound'UnrealShare.Pickups.Scubal1'
				DeActivateSound=Sound'UnrealShare.Pickups.Scubada1'
				RespawnSound=Sound'UnrealShare.Pickups.Scubal2'
				Icon=Texture'UnrealShare.Icons.I_Scuba'
				M_Deactivated="deactivated... Recharging."
				Mesh=LodMesh'UnrealShare.Scuba'
				CollisionRadius=18.000000
				CollisionHeight=15.000000
}

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Creation time: zo 11-11-2012 21:14:15.694 - Created with UnCodeX