Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Gameplay.Pack

Extends
Equipment
Modifiers
implements IEffectObserver

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

Direct Known Subclasses:

CloakPack, EnergyPack, RepairPack, ShieldPack, SpeedPack

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
floatalpha
boolbLocalActive
booldeactivating
floatdeactivatingProgressedTime
CharacterheldBy
CharacterlocalHeldBy
boollocalPackActivatedTrigger
boollocalPackSetChargedTrigger
boolpackActivatedTrigger
boolpackSetChargedTrigger
floatprogressedActivatingTime
floatprogressedActiveTime
floatprogressedRechargingTime
floatrechargingAlpha
EffectEvents
nameactivatingEffectName
nameactivatingEffectStartedName
nameactiveEffectName
nameactiveEffectStartedName
namechargedEffectName
namedeactivatingEffectName
namepassiveEffectName
Pack
boolcannnotBeUsedWhileTouchingInventoryStation
floatdeactivatingDuration
floatdurationSeconds
floatrampUpTimeSeconds
floatrechargeTimeSeconds
StaticMeshthirdPersonMesh
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
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

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

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function activate ()
function activate ()))
Charged
function applyPartialActiveEffect (float alpha, Character characterOwner)
function applyPassiveEffect (Character characterOwner)
function beginState ()))
Activating
function beginState ()))
Active
function BeginState ()))
Charged
function beginState ()))
Recharging
functionbool canPickup (Character potentialOwner))
function doSwitch (Character newOwner))
function effectTriggered (Name effectEvent))
function effectUntriggered (Name effectEvent))
function endHeldByCharacter (Character holder))
function endState ()))
Activating
function endState ()))
Active
function finishActiveEffect ()
eventMaterial GetOverlayMaterialForOwner (int Index))
functionbool isInRangeOfInventoryStation ()))
functionbool needPrompt (Character potentialOwner))
function OnEffectInitialized (Actor inInitializedEffect))
function OnEffectStarted (Actor inStartedEffect))
function OnEffectStopped (Actor e, bool b))
function onTakenFromSpawnPoint ()))
function pickup (Character newOwner))
function playEffect (Name effectEvent))
function PostNetReceive ()))
function removePassiveEffect (Character characterOwner)
function requestEquipmentDrop ()))
function setCharged ()))
function startActiveEffect (Character characterOwner)
function startApplyPartialActiveEffect ()
function startHeldByCharacter (Character holder))
function stopEffect (Name effectEvent))
function tick (float deltaSeconds))
function tick (float deltaSeconds))
Activating
function tick (float deltaSeconds))
Active
function tick (float deltaSeconds))
Recharging
function 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
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

States Summary
Activating Source code
simulated state Activating
beginState, endState, tick
Active Source code
simulated state Active
beginState, endState, tick
Charged Source code
simulated state Charged
activate, BeginState
Recharging Source code
simulated state Recharging
beginState, tick


Variables Detail

alpha Source code

var float alpha;

bLocalActive Source code

var bool bLocalActive;

deactivating Source code

var bool deactivating;

deactivatingProgressedTime Source code

var float deactivatingProgressedTime;

heldBy Source code

var Character heldBy;

localHeldBy Source code

var Character localHeldBy;

localPackActivatedTrigger Source code

var bool localPackActivatedTrigger;

localPackSetChargedTrigger Source code

var bool localPackSetChargedTrigger;

packActivatedTrigger Source code

var bool packActivatedTrigger;

packSetChargedTrigger Source code

var bool packSetChargedTrigger;

progressedActivatingTime Source code

var float progressedActivatingTime;

progressedActiveTime Source code

var float progressedActiveTime;

progressedRechargingTime Source code

var float progressedRechargingTime;

rechargingAlpha Source code

var float rechargingAlpha;

EffectEvents

activatingEffectName Source code

var(EffectEvents) name activatingEffectName;
The name of an effect event that loops on the pack when activating

activatingEffectStartedName Source code

var(EffectEvents) name activatingEffectStartedName;
The name of an effect event that plays once on the pack when activation has started

activeEffectName Source code

var(EffectEvents) name activeEffectName;
The name of an effect event that loops on the pack while active

activeEffectStartedName Source code

var(EffectEvents) name activeEffectStartedName;
The name of an effect event that plays once on the pack when active

chargedEffectName Source code

var(EffectEvents) name chargedEffectName;
The name of an effect event that loops on the pack when activating

deactivatingEffectName Source code

var(EffectEvents) name deactivatingEffectName;
The name of an effect event that plays once on the pack when deactivated

passiveEffectName Source code

var(EffectEvents) name passiveEffectName;
The name of an effect event that loops on the pack while its worn

Pack

cannnotBeUsedWhileTouchingInventoryStation Source code

var(Pack) bool cannnotBeUsedWhileTouchingInventoryStation;

deactivatingDuration Source code

var(Pack) float deactivatingDuration;
The number of seconds it takes for this pack to deactivate

durationSeconds Source code

var(Pack) float durationSeconds;
The duration of this pack's active effect

rampUpTimeSeconds Source code

var(Pack) float rampUpTimeSeconds;
The number of seconds it takes for this pack's active effect to kick in

rechargeTimeSeconds Source code

var(Pack) float rechargeTimeSeconds;
The number of seconds it takes for this pack to recharge after it has been activated

thirdPersonMesh Source code

var(Pack) StaticMesh thirdPersonMesh;


Functions Detail

activate Source code

simulated function activate ( )

activate Charged Source code

simulated function activate ( ) )

applyPartialActiveEffect Source code

simulated function applyPartialActiveEffect ( float alpha, Character characterOwner )

applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner )

beginState Activating Source code

simulated function beginState ( ) )

beginState Active Source code

simulated function beginState ( ) )

BeginState Charged Source code

simulated function BeginState ( ) )

beginState Recharging Source code

simulated function beginState ( ) )

canPickup Source code

function bool canPickup ( Character potentialOwner) )

doSwitch Source code

function doSwitch ( Character newOwner) )

effectTriggered Source code

function effectTriggered ( Name effectEvent) )

effectUntriggered Source code

function effectUntriggered ( Name effectEvent) )

endHeldByCharacter Source code

function endHeldByCharacter ( Character holder) )

endState Activating Source code

simulated function endState ( ) )

endState Active Source code

simulated function endState ( ) )

finishActiveEffect Source code

simulated function finishActiveEffect ( )

GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

isInRangeOfInventoryStation Source code

function bool isInRangeOfInventoryStation ( ) )

needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

OnEffectInitialized Source code

simulated function OnEffectInitialized ( Actor inInitializedEffect) )

OnEffectStarted Source code

simulated function OnEffectStarted ( Actor inStartedEffect) )

OnEffectStopped Source code

simulated function OnEffectStopped ( Actor e, bool b) )

onTakenFromSpawnPoint Source code

function onTakenFromSpawnPoint ( ) )

pickup Source code

function pickup ( Character newOwner) )

playEffect Source code

simulated function playEffect ( Name effectEvent) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner )

requestEquipmentDrop Source code

protected function requestEquipmentDrop ( ) )

setCharged Source code

function setCharged ( ) )

startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner )

startApplyPartialActiveEffect Source code

simulated function startApplyPartialActiveEffect ( )

startHeldByCharacter Source code

function startHeldByCharacter ( Character holder) )

stopEffect Source code

simulated function stopEffect ( Name effectEvent) )

tick Source code

simulated function tick ( float deltaSeconds) )

tick Activating Source code

simulated function tick ( float deltaSeconds) )

tick Active Source code

simulated function tick ( float deltaSeconds) )

tick Recharging Source code

simulated function tick ( float deltaSeconds) )

TravelPreAccept Source code

function TravelPreAccept ( ) )


Defaultproperties

defaultproperties
{
	heldStartState = Recharging


	rechargeTimeSeconds = 2


	rampUpTimeSeconds = 2


	durationSeconds = 2


	deactivating = false


	deactivatingDuration = 1


	activatingEffectName = Activating
	activeEffectName = Active
	deactivatingEffectName = Deactivating
	activatingEffectStartedName = ActivatingStarted
	activeEffectStartedName = ActiveStarted
	passiveEffectName = Passive
	chargedEffectName = Charged


	packActivatedTrigger = false
	localPackActivatedTrigger = false


	bNetNotify = true


	rechargingAlpha = 0


	bCanDrop = true


	DrawType = DT_StaticMesh


	prompt = "Press '%1' to swap your '%4' for a '%3'"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: st 23.5.2018 00:10:33.495 - Created with UnCodeX