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Gameplay.Deployable

Extends
Equippable
Modifiers
native abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Equippable
         |   
         +-- Gameplay.Deployable

Direct Known Subclasses:

BaseDeviceDeployable

Variables Summary
boolbDeployed
boolbDeploying
boolbIsInStation
eDeployableInfolastTestResult
NameoriginalAttachmentBone
TeamInfoteam
Deployable
boolbCanBeStolen
boolbCanDeployOnWall
NamedeployedQuickChatTag
floatdeployRange
RotatordeployRotOffset
floatexclusiveRange
MaterialhudReticuleBad
floathudReticuleBadCenterX
floathudReticuleBadCenterY
floathudReticuleBadHeight
floathudReticuleBadWidth
MaterialhudReticuleOk
floathudReticuleOkCenterX
floathudReticuleOkCenterY
floathudReticuleOkHeight
floathudReticuleOkWidth
NamethirdPersonInventoryAttachmentBone
VectorthirdPersonInventoryAttachmentOffset
Inherited Variables from Gameplay.Equippable
animClass, animPrefix, attemptedAttach, automaticallyHold, bFirstPersonUseTrace, bIsFirstPerson, bMeshChangeOK, bPlayedCharacterEquipAnim, demoFireCount, equipDuration, equipDurationCounter, equippablePos, equipped, equippedArmAnim, fireCount, fireState, firstPersonAltMesh, firstPersonAltOffset, firstPersonAltTraceExtent, firstPersonAltTraceLength, firstPersonBobMultiplier, firstPersonInterpCurrent, firstPersonInterpStep, firstPersonInterpTarget, firstPersonMesh, firstPersonOffset, firstPersonTraceExtent, firstPersonTraceLength, localDemoFireCount, localFireCount, releaseFireState, rookMotor, rookOwner, startEquippingTime, thirdPersonAltMesh, thirdPersonAltStaticMesh, thirdPersonAttachmentBone, thirdPersonAttachmentOffset, thirdPersonMesh, thirdPersonStaticMesh, unequipDuration
Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint

Enumerations Summary
eDeployableInfo
DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState

Functions Summary
functionbool armsFirstPersonStatus (bool bNewIsFirstPerson))
function BeginState ()))
DeployableStation
function BeginState ()))
Deployed
function BeginState ()))
Dropped
function BeginState ()))
FireReleased
function BeginState ()))
Held
function BeginState ()))
Idle
functionbool canExpire ()))
Deployed
functionbool canPickup (Character potentialOwner))
functioneDeployableInfo deploy ()))
FireReleased
functioneDeployableInfo doDeploy (optional bool bTest))
functionbool EncroachingOn (Actor Other))
function EndState ()))
DeployableStation
function EndState ()))
Held
functionbool fire (optional bool _fireOnce))
functionbool needPrompt (Character potentialOwner))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function setup ()))
DeployableStation
function setupDropped ()))
Deployed
functioneDeployableInfo testDeploy ()))
function Tick (float Delta))
function Tick (float DeltaTime))
Held
function Tick (float Delta))
Idle
function updateAttachmentStatus (optional bool bForce))
Inherited Functions from Gameplay.Equippable
armsFirstPersonStatus, attachWeaponHack, BeginState, calculateInterpolation, canUnequip, checkFireCount, drawDebug, EndState, equip, fire, firstPersonStatus, getFirstPersonOffset, handleFire, handleReleaseFire, initialiseRookMotor, keepArms, moveWeapon, onMessage, onThirdPersonFireCount, pickup, playEquipAnim, playIdleAnim, playUnequipAnim, PostBeginPlay, PostNetBeginPlay, PrecacheEquippableRenderData, releaseFire, selectMesh, sendServerRequestFire, sendServerRequestReleaseFire, setDroppedMesh, setFirstPersonOffset, setMovementReplication, setupFirstPerson, setupThirdPerson, shouldHide, shouldPlayEquipAnim, Tick, unEquip, UpdatePrecacheRenderData, useAlternateMesh
Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept

States Summary
DeployableStation Source code
simulated state DeployableStation extends AwaitingPickup
BeginState, EndState, setup
Deployed Source code
simulated state Deployed extends Dropped
BeginState, canExpire, setupDropped
Dropped Source code
simulated state Dropped
BeginState
FireReleased Source code
state FireReleased
BeginState, deploy
Held Source code
simulated state Held
BeginState, EndState, Tick
Idle Source code
simulated state Idle
BeginState, Tick


Variables Detail

bDeployed Source code

var bool bDeployed;

bDeploying Source code

var bool bDeploying;

bIsInStation Source code

var bool bIsInStation;

lastTestResult Source code

var eDeployableInfo lastTestResult;

originalAttachmentBone Source code

var Name originalAttachmentBone;

team Source code

var TeamInfo team;

Deployable

bCanBeStolen Source code

var(Deployable) bool bCanBeStolen;
If false, the enemy cannot take the deployable until it has been previously held by a member of the friendly team.

bCanDeployOnWall Source code

var(Deployable) bool bCanDeployOnWall;
If true, the object can be spawned on a wall, else the object must be spawned on the floor

deployedQuickChatTag Source code

var(Deployable) Name deployedQuickChatTag;
Quick chat tag to announce when deployed

deployRange Source code

var(Deployable) float deployRange;
The maximum range from the player at which the object can be deployed

deployRotOffset Source code

var(Deployable) Rotator deployRotOffset;
Rotation applied to the deployable after it is deployed

exclusiveRange Source code

var(Deployable) float exclusiveRange;
The minimum distance that deployables of the same type can be deployed from each other. 0 to disable.

hudReticuleBad Source code

var(Deployable) Material hudReticuleBad;
Reticule shown when deployable cannot be placed successfully

hudReticuleBadCenterX Source code

var(Deployable) float hudReticuleBadCenterX;
X co-ord on the texture of the hud center

hudReticuleBadCenterY Source code

var(Deployable) float hudReticuleBadCenterY;
Y co-ord on the texture of the hud center

hudReticuleBadHeight Source code

var(Deployable) float hudReticuleBadHeight;
Height of the reticule texture

hudReticuleBadWidth Source code

var(Deployable) float hudReticuleBadWidth;
Width of the reticule texture

hudReticuleOk Source code

var(Deployable) Material hudReticuleOk;
Reticule shown when deployable can be placed successfully

hudReticuleOkCenterX Source code

var(Deployable) float hudReticuleOkCenterX;
X co-ord on the texture of the hud center

hudReticuleOkCenterY Source code

var(Deployable) float hudReticuleOkCenterY;
Y co-ord on the texture of the hud center

hudReticuleOkHeight Source code

var(Deployable) float hudReticuleOkHeight;
Height of the reticule texture

hudReticuleOkWidth Source code

var(Deployable) float hudReticuleOkWidth;
Width of the reticule texture

thirdPersonInventoryAttachmentBone Source code

var(Deployable) Name thirdPersonInventoryAttachmentBone;
Attachment bone used when the deployable is not selected, but held in the inventory

thirdPersonInventoryAttachmentOffset Source code

var(Deployable) Vector thirdPersonInventoryAttachmentOffset;
Offset from attachment point for 3rd person mesh, while the deployable is not selected


Enumerations Detail

eDeployableInfo Source code

enum eDeployableInfo
{
DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState
};


Functions Detail

armsFirstPersonStatus Source code

simulated function bool armsFirstPersonStatus ( bool bNewIsFirstPerson) )

BeginState DeployableStation Source code

simulated function BeginState ( ) )

BeginState Deployed Source code

simulated function BeginState ( ) )

BeginState Dropped Source code

simulated function BeginState ( ) )

BeginState FireReleased Source code

simulated function BeginState ( ) )

BeginState Held Source code

simulated function BeginState ( ) )

BeginState Idle Source code

simulated function BeginState ( ) )

canExpire Deployed Source code

simulated function bool canExpire ( ) )

canPickup Source code

function bool canPickup ( Character potentialOwner) )

deploy FireReleased Source code

function eDeployableInfo deploy ( ) )

doDeploy Source code

simulated private function eDeployableInfo doDeploy ( optional bool bTest) )

EncroachingOn Source code

simulated function bool EncroachingOn ( Actor Other) )

EndState DeployableStation Source code

simulated function EndState ( ) )

EndState Held Source code

simulated function EndState ( ) )

fire Source code

simulated function bool fire ( optional bool _fireOnce) )

needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

setup DeployableStation Source code

simulated function setup ( ) )

setupDropped Deployed Source code

function setupDropped ( ) )

testDeploy Source code

function eDeployableInfo testDeploy ( ) )

Tick Source code

simulated function Tick ( float Delta) )

Tick Held Source code

simulated function Tick ( float DeltaTime) )

Tick Idle Source code

simulated function Tick ( float Delta) )

updateAttachmentStatus Source code

simulated function updateAttachmentStatus ( optional bool bForce) )


Defaultproperties

defaultproperties
{
	bCanDrop				= true
	bCanBeStolen			= false
	animClass				= class'CharacterEquippableAnimator'
	deployRange				= 1000
	exclusiveRange			= 1000


	hudReticuleOk			= texture'HUD.ReticuleScatter'
	hudReticuleOkWidth		= 128
	hudReticuleOkHeight		= 128
	hudReticuleOkCenterX	= 64
	hudReticuleOkCenterY	= 64


	hudReticuleBad			= texture'HUD.ReticuleDirect'
	hudReticuleBadWidth		= 128
	hudReticuleBadHeight	= 128
	hudReticuleBadCenterX	= 64
	hudReticuleBadCenterY	= 64
	
	thirdPersonInventoryAttachmentBone = "deployable"
}

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Creation time: st 23.5.2018 00:10:29.336 - Created with UnCodeX