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Gameplay.Equipment

Extends
Actor
Modifiers
native

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

Direct Known Subclasses:

Ammo, Consumable, Equippable, JetpackPickup, Key, Pack

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
floatattentionLeft
EPhysicsawaitingPickupPhysics
boolbCanPickup
boolbDropped
boolbHeld
boolbPlayPickupSound
nameheldStartState
Equipmentnext
floatnextAttentionTime
EquipmentPickupProxypickupProxy
Equipmentprev
boolsensorUpdateFlag
EquipmentSpawnPointspawnPoint
Equipment
floatattentionFXDuration
MaterialattentionFXMaterial
floatattentionFXSpacing
boolbCanDrop
floatdroppedElasticity
intdropVelocity
MaterialhudIcon
MatCoordshudIconCoords
MaterialhudRefireIcon
MatCoordshudRefireIconCoords
StringinfoString
MaterialinventoryIcon
StringlocalizedName
floatpickupRadius
Stringprompt
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
functionbool allowPrompt (Character potentialOwner))
function Attach (Actor other))
AwaitingPickup
function BeginState ()))
AwaitingPickup
function BeginState ()))
Dropped
function BeginState ()))
Held
functionbool canExpire ()))
functionbool canPickup (Character potentialOwner))
function Destroyed ()))
function doSwitch (Character newOwner))
function drop ()))
function endHeldByCharacter (Character holder)
function EndState ()))
AwaitingPickup
function equipmentGone ()))
eventMaterial GetOverlayMaterial (int Index))
function gotoHeldState ()))
function HitWall (vector HitNormal, actor Wall))
functionbool isInNoDropRangeOfInventoryStation ()))
functionbool needPrompt (Character potentialOwner))
function onMessage (Message m))
AwaitingPickup
function onMessage (Message m))
Dropped
function onMessage (Message m))
Held
function onPickup ()))
function onTakenFromSpawnPoint ()))
function pickup (Character newOwner))
function PickupProxyTouch (Actor other)
function PickupProxyTouch (Actor other))
AwaitingPickup
function PickupProxyUntouch (Actor other)
function PickupProxyUntouch (Actor other))
AwaitingPickup
function PostNetReceive ()))
function removeDroppedEquipment ()))
function requestEquipmentDrop ()))
function setDropLocation ()))
function setDropVelocity ()))
function setMovementReplication (bool replicate))
function setup ()))
AwaitingPickup
function setupDropped ()))
Dropped
function startHeldByCharacter (Character holder)
function Tick (float Delta))
AwaitingPickup
function Tick (float Delta))
Held
function Timer ()))
AwaitingPickup
function TravelPreAccept ()))
Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

States Summary
AwaitingPickup Source code
auto simulated state AwaitingPickup
Attach, BeginState, EndState, onMessage, PickupProxyTouch, PickupProxyUntouch, setup, Tick, Timer
Dropped Source code
simulated state Dropped
BeginState, onMessage, setupDropped
Held Source code
simulated state Held
BeginState, onMessage, Tick


Variables Detail

attentionLeft Source code

var float attentionLeft;

awaitingPickupPhysics Source code

var EPhysics awaitingPickupPhysics;

bCanPickup Source code

var bool bCanPickup;

bDropped Source code

var bool bDropped;

bHeld Source code

var bool bHeld;

bPlayPickupSound Source code

var bool bPlayPickupSound;

heldStartState Source code

var name heldStartState;

next Source code

var Equipment next;

nextAttentionTime Source code

var float nextAttentionTime;

pickupProxy Source code

var EquipmentPickupProxy pickupProxy;

prev Source code

var Equipment prev;

sensorUpdateFlag Source code

var bool sensorUpdateFlag;

spawnPoint Source code

var EquipmentSpawnPoint spawnPoint;

Equipment

attentionFXDuration Source code

var(Equipment) float attentionFXDuration;
The duration of FX once it has been triggered

attentionFXMaterial Source code

var(Equipment) Material attentionFXMaterial;
Material used for the 'attention' fx

attentionFXSpacing Source code

var(Equipment) float attentionFXSpacing;
Amount of time in seconds between displays of the FX

bCanDrop Source code

var(Equipment) bool bCanDrop;

droppedElasticity Source code

var(Equipment) float droppedElasticity;
How much the equipment will bounce when dropped

dropVelocity Source code

var(Equipment) int dropVelocity;

hudIcon Source code

var(Equipment) Material hudIcon;
The icon that is used on the hud to indicate that the equippable is carried

hudIconCoords Source code

var(Equipment) MatCoords hudIconCoords;
UV coords for the hudIcon

hudRefireIcon Source code

var(Equipment) Material hudRefireIcon;
The icon that is used on the hud to indicate that the equippable is recharging

hudRefireIconCoords Source code

var(Equipment) MatCoords hudRefireIconCoords;
UV coords for the hudRefireIcon

infoString Source code

var(Equipment) localized String infoString;
String shown in the inventory screen describing the item

inventoryIcon Source code

var(Equipment) Material inventoryIcon;
Icon used in the inventory station to represent this equippable

localizedName Source code

var(Equipment) localized String localizedName;
The localized name of this item

pickupRadius Source code

var(Equipment) float pickupRadius;

prompt Source code

var(Equipment) localized String prompt;
String shown in the prompt screen when the user may switch


Functions Detail

allowPrompt Source code

function bool allowPrompt ( Character potentialOwner) )

Attach AwaitingPickup Source code

function Attach ( Actor other) )

BeginState AwaitingPickup Source code

simulated function BeginState ( ) )

BeginState Dropped Source code

simulated function BeginState ( ) )

BeginState Held Source code

simulated function BeginState ( ) )

canExpire Source code

simulated function bool canExpire ( ) )

canPickup Source code

function bool canPickup ( Character potentialOwner) )

Destroyed Source code

simulated function Destroyed ( ) )

doSwitch Source code

function doSwitch ( Character newOwner) )

drop Source code

simulated function drop ( ) )

endHeldByCharacter Source code

function endHeldByCharacter ( Character holder )

EndState AwaitingPickup Source code

simulated function EndState ( ) )

equipmentGone Source code

function equipmentGone ( ) )

GetOverlayMaterial Source code

simulated event Material GetOverlayMaterial ( int Index) )

gotoHeldState Source code

simulated function gotoHeldState ( ) )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

isInNoDropRangeOfInventoryStation Source code

function bool isInNoDropRangeOfInventoryStation ( ) )

needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

onMessage AwaitingPickup Source code

simulated function onMessage ( Message m) )

onMessage Dropped Source code

simulated function onMessage ( Message m) )

onMessage Held Source code

simulated function onMessage ( Message m) )

onPickup Source code

function onPickup ( ) )

onTakenFromSpawnPoint Source code

function onTakenFromSpawnPoint ( ) )

pickup Source code

function pickup ( Character newOwner) )

PickupProxyTouch Source code

function PickupProxyTouch ( Actor other )

PickupProxyTouch AwaitingPickup Source code

function PickupProxyTouch ( Actor other) )

PickupProxyUntouch Source code

function PickupProxyUntouch ( Actor other )

PickupProxyUntouch AwaitingPickup Source code

function PickupProxyUntouch ( Actor other) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

removeDroppedEquipment Source code

function removeDroppedEquipment ( ) )

requestEquipmentDrop Source code

protected function requestEquipmentDrop ( ) )

setDropLocation Source code

function setDropLocation ( ) )

setDropVelocity Source code

function setDropVelocity ( ) )

setMovementReplication Source code

protected function setMovementReplication ( bool replicate) )

setup AwaitingPickup Source code

simulated function setup ( ) )

setupDropped Dropped Source code

function setupDropped ( ) )

startHeldByCharacter Source code

function startHeldByCharacter ( Character holder )

Tick AwaitingPickup Source code

simulated function Tick ( float Delta) )

Tick Held Source code

simulated function Tick ( float Delta) )

Timer AwaitingPickup Source code

function Timer ( ) )

TravelPreAccept Source code

function TravelPreAccept ( ) )


Defaultproperties

defaultproperties
{
	bProjTarget = true
	bAcceptsProjectors=false
	CullDistance = 7500


	bTravel = true;
	bBounce = false;


	dropVelocity = 1500


	RemoteRole = ROLE_SimulatedProxy


	bCanDrop = false
	bDropped = false


	bNetNotify = true


	bCollideActors = true


	heldStartState = Held


	inventoryIcon		= texture'Engine_res.defaulttexture'
	hudIcon				= texture'HUD.HelpTab'
	hudIconCoords		= (U=0,V=14,UL=80,VL=40)
	hudRefireIcon		= texture'HUD.HelpTab'
	hudRefireIconCoords	= (U=0,V=14,UL=80,VL=40)
	infoString			= "[Info not available]"


	NetPriority=1.4
	NetUpdateFrequency=10
	droppedElasticity=0.2


	attentionFXDuration = 0.5
	attentionFXSpacing = 3
	attentionFXMaterial = Material'BaseObjects.ResupplyStationLum'


	awaitingPickupPhysics = PHYS_Falling
	pickupRadius = 50
}

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Creation time: st 23.5.2018 00:10:29.612 - Created with UnCodeX