Gameplay.InventoryStation
- Extends
- BaseDevice
- Modifiers
- implements InventoryStationAccessControl native
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Gameplay.Rook
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+-- Gameplay.BaseDevice
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+-- Gameplay.InventoryStation
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 |
Structures Summary |
QueueElement character, access, accessIndex, extensionIndex, accessible |
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 |
var array<Name> accessPoses;
var bool bDamaged;
var array<Name> extensionPoses;
var int loadoutChangeIndex;
var bool loadoutChangeSwitch;
localLoadoutChangeIndex Source code
var int localLoadoutChangeIndex;
localLoadoutChangeSwitch Source code
var bool localLoadoutChangeSwitch;
var int localPackedIndices;
var bool localRepeatSwitch;
var int packedIndices;
var bool repeatSwitch;
var int targetAccessIndex;
var int targetExtensionIndex;
InventoryStation
armExtendDelayFraction Source code
armRetractDelayFraction Source code
function accessFinished (
Character user,
bool returnToUsualMovment )
accessNoLongerRequired Source code
function accessNoLongerRequired (
Character accessor) )
CheckChangeState Active Source code
simulated function CheckChangeState ( ) )
simulated event destroyed ( ) )
function bool directUsage ( ) )
getCurrentLoadoutWeapons Source code
simulated
function Actor getHurtRadiusParent ( ) )
getReceiveDamageRadius Source code
simulated function float getReceiveDamageRadius ( ) )
function bool isAccessible (
Character accessor) )
function bool isOnCharactersTeam (
Character testCharacter) )
function positioningFinished ( ) )
function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
proceedToNextQueueMember Source code
function proceedToNextQueueMember ( ) )
defaultproperties
{
Mesh = SkeletalMesh'BaseObjects.InventoryStationArm'
DrawType = DT_Mesh
numberAccessPoints = 4
baseSocketName = "Base"
accessRadius = 50
accessHeight = 80
accessClass = class'Gameplay.InventoryStationAccess'
accessPoses(0) = Front
accessPoses(1) = Right
accessPoses(2) = Back
accessPoses(3) = Left
extensionPoses(0) = ScreenLight
extensionPoses(1) = ScreenMedium
extensionPoses(2) = ScreenHeavy
bNetInitialRotation = true
bNetNotify = true
delaySeconds = 2
armRetractDelayFraction = 0.3
armTurnDelayFraction = 0.4
armExtendDelayFraction = 0.3
localLoadOutChangeIndex = 0
RemoteRole = ROLE_SimulatedProxy
bDisableEditorCopying = true
bWorldGeometry = false
receiveDamageRadius = 300
} |
Creation time: st 23.5.2018 00:10:31.410 - Created with
UnCodeX