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Gameplay.EmergencySpawnPoint

Extends
ObjectSpawnPoint

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.BaseDevice
            |   
            +-- Gameplay.ObjectSpawnPoint
               |   
               +-- Gameplay.EmergencySpawnPoint

Variables Summary
Inherited Variables from Gameplay.ObjectSpawnPoint
bCanSpawnMultiples, bFinishedClosing, bFinishedDeployEnd, bFirstSpawn, bHoldingObject, bWaitingForObject, bWatchingObject, objectAttachBone, objectType, respawnAnimTime, respawnDelay, spawnedObject, spawnOffset, spawnRotationOffset, useableObject, useableObjectCollisionHeight, useableObjectCollisionRadius, useableObjectOffset
Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass

Functions Summary
Inherited Functions from Gameplay.ObjectSpawnPoint
BeginState, CanBeUsedBy, Destroyed, destroyHeldObject, isOpenedAnimPlaying, latentExecuteActive, OnPlayerUsed, onTeamChange, PostBeginPlay, spawnObject
Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition

States Summary
Unpowered Source code
simulated state Unpowered


Defaultproperties

defaultproperties
{
	bCanSpawnMultiples	= true
	bCanBeDamaged		= false
}

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Creation time: st 23.5.2018 00:10:29.517 - Created with UnCodeX