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Gameplay.InventoryStation

Extends
BaseDevice
Modifiers
implements InventoryStationAccessControl native

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

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

Variables Summary
array<InventoryStationAccess>accesses
InventoryStationPlatformaccessPointFour
InventoryStationPlatformaccessPointOne
InventoryStationPlatformaccessPointThree
InventoryStationPlatformaccessPointTwo
array<Name>accessPoses
array<QueueElement>accessQueue
boolbDamaged
array<Name>extensionPoses
intloadoutChangeIndex
boolloadoutChangeSwitch
InventoryStationPlatformlocalAccessPoints[4]
intlocalLoadoutChangeIndex
boollocalLoadoutChangeSwitch
intlocalPackedIndices
boollocalRepeatSwitch
intpackedIndices
boolrepeatSwitch
inttargetAccessIndex
inttargetExtensionIndex
InventoryStation
class<InventoryStationAccess>accessClass
floataccessHeight
floataccessRadius
floatarmExtendDelayFraction
floatarmRetractDelayFraction
floatarmTurnDelayFraction
namebaseSocketName
floatdelaySeconds
intnumberAccessPoints
floatreceiveDamageRadius
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
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
QueueElement
character, access, accessIndex, extensionIndex, accessible
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function accessFinished (Character user, bool returnToUsualMovment)
function accessNoLongerRequired (Character accessor))
function accessRequired (Character accessor, InventoryStationAccess access, int armorIndex))
function changeApplied (InventoryStationAccess access))
function CheckChangeState ()))
Active
event destroyed ()))
functionbool directUsage ()))
functionint getAccessIndex (InventoryStationAccess access))
functionInventoryStationPlatform getAccessPoint (int accessPointIndex))
functionbool getCurrentLoadoutWeapons (out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user))
functionActor getHurtRadiusParent ()))
functionfloat getReceiveDamageRadius ()))
functionbool isAccessible (Character accessor))
functionbool isOnCharactersTeam (Character testCharacter))
function positioningFinished ()))
function PostBeginPlay ()))
function PostNetReceive ()))
function proceedToNextQueueMember ()))
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
CheckChangeState


Variables Detail

accesses Source code

var array<InventoryStationAccess> accesses;

accessPointFour Source code

var InventoryStationPlatform accessPointFour;

accessPointOne Source code

var InventoryStationPlatform accessPointOne;

accessPointThree Source code

var InventoryStationPlatform accessPointThree;

accessPointTwo Source code

var InventoryStationPlatform accessPointTwo;

accessPoses Source code

var array<Name> accessPoses;

accessQueue Source code

var array<QueueElement> accessQueue;

bDamaged Source code

var bool bDamaged;

extensionPoses Source code

var array<Name> extensionPoses;

loadoutChangeIndex Source code

var int loadoutChangeIndex;

loadoutChangeSwitch Source code

var bool loadoutChangeSwitch;

localAccessPoints[4] Source code

var InventoryStationPlatform localAccessPoints[4];

localLoadoutChangeIndex Source code

var int localLoadoutChangeIndex;

localLoadoutChangeSwitch Source code

var bool localLoadoutChangeSwitch;

localPackedIndices Source code

var int localPackedIndices;

localRepeatSwitch Source code

var bool localRepeatSwitch;

packedIndices Source code

var int packedIndices;

repeatSwitch Source code

var bool repeatSwitch;

targetAccessIndex Source code

var int targetAccessIndex;

targetExtensionIndex Source code

var int targetExtensionIndex;

InventoryStation

accessClass Source code

var(InventoryStation) class<InventoryStationAccess> accessClass;

accessHeight Source code

var(InventoryStation) float accessHeight;

accessRadius Source code

var(InventoryStation) float accessRadius;

armExtendDelayFraction Source code

var(InventoryStation) float armExtendDelayFraction;

armRetractDelayFraction Source code

var(InventoryStation) float armRetractDelayFraction;

armTurnDelayFraction Source code

var(InventoryStation) float armTurnDelayFraction;

baseSocketName Source code

var(InventoryStation) name baseSocketName;

delaySeconds Source code

var(InventoryStation) float delaySeconds;

numberAccessPoints Source code

var(InventoryStation) int numberAccessPoints;

receiveDamageRadius Source code

var(InventoryStation) float receiveDamageRadius;


Structures Detail

QueueElement Source code

struct QueueElement
{
var InventoryStationAccess access;
var bool accessible;
var int accessIndex;
var Character character;
var int extensionIndex;
};



Functions Detail

accessFinished Source code

function accessFinished ( Character user, bool returnToUsualMovment )

accessNoLongerRequired Source code

function accessNoLongerRequired ( Character accessor) )

accessRequired Source code

function accessRequired ( Character accessor, InventoryStationAccess access, int armorIndex) )

changeApplied Source code

function changeApplied ( InventoryStationAccess access) )

CheckChangeState Active Source code

simulated function CheckChangeState ( ) )

destroyed Source code

simulated event destroyed ( ) )

directUsage Source code

function bool directUsage ( ) )

getAccessIndex Source code

function int getAccessIndex ( InventoryStationAccess access) )

getAccessPoint Source code

simulated function InventoryStationPlatform getAccessPoint ( int accessPointIndex) )

getCurrentLoadoutWeapons Source code

simulated function bool getCurrentLoadoutWeapons ( out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user) )

getHurtRadiusParent Source code

simulated function Actor getHurtRadiusParent ( ) )

getReceiveDamageRadius Source code

simulated function float getReceiveDamageRadius ( ) )

isAccessible Source code

function bool isAccessible ( Character accessor) )

isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

positioningFinished Source code

function positioningFinished ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

proceedToNextQueueMember Source code

function proceedToNextQueueMember ( ) )


Defaultproperties

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
}

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Creation time: st 23.5.2018 00:10:31.410 - Created with UnCodeX