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Gameplay.EnergyPack

Extends
Pack

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Pack
         |   
         +-- Gameplay.EnergyPack

Direct Known Subclasses:

tmodPackEnergy

Variables Summary
floatoriginalEnergyRechargeScale
EnergyPack
floatboostImpulsePerSecond
floatrechargeScale
Inherited Variables from Gameplay.Pack
activatingEffectName, activatingEffectStartedName, activeEffectName, activeEffectStartedName, alpha, bLocalActive, cannnotBeUsedWhileTouchingInventoryStation, chargedEffectName, deactivating, deactivatingDuration, deactivatingEffectName, deactivatingProgressedTime, durationSeconds, heldBy, localHeldBy, localPackActivatedTrigger, localPackSetChargedTrigger, packActivatedTrigger, packSetChargedTrigger, passiveEffectName, progressedActivatingTime, progressedActiveTime, progressedRechargingTime, rampUpTimeSeconds, rechargeTimeSeconds, rechargingAlpha, thirdPersonMesh
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

Functions Summary
function applyPassiveEffect (Character characterOwner))
function removePassiveEffect (Character characterOwner))
function tick (float deltaSeconds))
Activating
function tick (float deltaSeconds))
Active
Inherited Functions from Gameplay.Pack
activate, applyPartialActiveEffect, applyPassiveEffect, beginState, canPickup, doSwitch, effectTriggered, effectUntriggered, endHeldByCharacter, endState, finishActiveEffect, GetOverlayMaterialForOwner, isInRangeOfInventoryStation, needPrompt, OnEffectInitialized, OnEffectStarted, OnEffectStopped, onTakenFromSpawnPoint, pickup, playEffect, PostNetReceive, removePassiveEffect, requestEquipmentDrop, setCharged, startActiveEffect, startApplyPartialActiveEffect, startHeldByCharacter, stopEffect, tick, TravelPreAccept
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
Activating Source code
simulated state Activating
tick
Active Source code
simulated state Active
tick


Variables Detail

originalEnergyRechargeScale Source code

var float originalEnergyRechargeScale;

EnergyPack

boostImpulsePerSecond Source code

var(EnergyPack) float boostImpulsePerSecond;
The amount of impulse to apply to the wearer per second when activated

rechargeScale Source code

var(EnergyPack) float rechargeScale;
The wearer's energy recharge rate will be passively multiplied by this amount


Functions Detail

applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

tick Activating Source code

simulated function tick ( float deltaSeconds) )

tick Active Source code

simulated function tick ( float deltaSeconds) )


Defaultproperties

defaultproperties
{
	boostImpulsePerSecond = 170000


	rechargeScale = 2


	rechargeTimeSeconds = 2


	rampUpTimeSeconds = 0.75


	durationSeconds = 0.75


	thirdPersonMesh = StaticMesh'Packs.EnergyPack'
	StaticMesh = StaticMesh'Packs.EnergyPackdropped'
}

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Creation time: st 23.5.2018 00:10:29.578 - Created with UnCodeX