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Gameplay.EmergencyStation

Extends
BaseDevice
Modifiers
native

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

Constants Summary
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
EmergencyStationAccessaccess
eBakeAnimationStateanimationState
boolbForceIconVisible
EmergencyStation
class<EmergencyStationAccess>accessClass
floataccessHeight
floataccessPointOffset
floataccessRadius
MaterialactiveLightSkin
intactiveLightSkinSlot
class<RepairPack>repairPackClass
floatrespawnDelay
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
Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
eBakeAnimationState
BAS_End, BAS_Start, BAS_Baking
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function BeginState ()))
Active
function BeginState ()))
Unpowered
functionbool canBeSensed ()))
function Destroyed ()))
functionbool isFunctional ()))
functionbool isOnCharactersTeam (Character testCharacter))
functionbool isRepairPackAvailable ()))
function PostBeginPlay ()))
function repairPackTaken ()))
function tick (float deltaSeconds))
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
Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

States Summary
Active Source code
simulated state Active
BeginState
Unpowered Source code
simulated state Unpowered
BeginState


Variables Detail

access Source code

var EmergencyStationAccess access;

animationState Source code

var eBakeAnimationState animationState;

bForceIconVisible Source code

var bool bForceIconVisible;

EmergencyStation

accessClass Source code

var(EmergencyStation) class<EmergencyStationAccess> accessClass;
Access Class to spawn

accessHeight Source code

var(EmergencyStation) float accessHeight;
Height of the access area in front of the Emergency station

accessPointOffset Source code

var(EmergencyStation) float accessPointOffset;
Offset of the access area from the Emergency station

accessRadius Source code

var(EmergencyStation) float accessRadius;
Radius of the access area in front of the Emergency station

activeLightSkin Source code

var(EmergencyStation) Material activeLightSkin;
The active light skin texture

activeLightSkinSlot Source code

var(EmergencyStation) int activeLightSkinSlot;
skin slot for the flashing light skin

repairPackClass Source code

var(EmergencyStation) class<RepairPack> repairPackClass;
class of repair pack to give

respawnDelay Source code

var(EmergencyStation) float respawnDelay;
Duration of repair pack respawn


Enumerations Detail

eBakeAnimationState Source code

enum eBakeAnimationState
{
BAS_End, BAS_Start, BAS_Baking
};


Functions Detail

BeginState Active Source code

simulated function BeginState ( ) )

BeginState Unpowered Source code

simulated function BeginState ( ) )

canBeSensed Source code

function bool canBeSensed ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

isFunctional Source code

function bool isFunctional ( ) )

isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

isRepairPackAvailable Source code

function bool isRepairPackAvailable ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

repairPackTaken Source code

function repairPackTaken ( ) )

tick Source code

simulated function tick ( float deltaSeconds) )


Defaultproperties

defaultproperties
{
	Mesh				= SkeletalMesh'BaseObjects.RepairStation'
	DrawType			= DT_Mesh
	ActiveLightSkin		= shader'BaseObjects.vstationlightshader'
	ActiveLightSkinSlot	= 3


	bReplicateAnimations = true


	bCanBeDamaged	= false
	bAIThreat		= false


	accessRadius	= 50
	accessHeight	= 80
	accessClass		= class'Gameplay.EmergencyStationAccess'


	repairPackClass = class'Gameplay.RepairPack'


	respawnDelay	= 5
}

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Creation time: st 23.5.2018 00:10:29.527 - Created with UnCodeX