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Gameplay.SpeedPack

Extends
Pack

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

Direct Known Subclasses:

tmodPackSpeed

Variables Summary
boolbWarned
MaterialcurrentOverlay
Characteruser
SpeedPack
MaterialactiveMaterial
MaterialpassiveMaterial
floatpassiveRefireRateScale
floatrefireRateScale
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 finishActiveEffect ()))
eventMaterial GetOverlayMaterialForOwner (int Index))
function OnEffectStarted (Actor inStartedEffect))
function removePassiveEffect (Character characterOwner))
function resetRefireRate ()))
function scaleRefireRate (float scale))
function startActiveEffect (Character characterOwner))
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


Variables Detail

bWarned Source code

var bool bWarned;

currentOverlay Source code

var Material currentOverlay;

user Source code

var Character user;

SpeedPack

activeMaterial Source code

var(SpeedPack) Material activeMaterial;
Overlay material, if any, to be used when pack is active

passiveMaterial Source code

var(SpeedPack) Material passiveMaterial;
Overlay material, if any, to be used when pack is passive

passiveRefireRateScale Source code

var(SpeedPack) float passiveRefireRateScale;
How much to scale the refire rate of all weapons when the pack is worn

refireRateScale Source code

var(SpeedPack) float refireRateScale;
How much to scale the refire rate of all weapons when the pack is active


Functions Detail

applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

OnEffectStarted Source code

simulated function OnEffectStarted ( Actor inStartedEffect) )

removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

resetRefireRate Source code

simulated function resetRefireRate ( ) )

scaleRefireRate Source code

simulated function scaleRefireRate ( float scale) )

startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )


Defaultproperties

defaultproperties
{
	refireRateScale = 2.0
	passiveRefireRateScale = 1.3
	rechargeTimeSeconds = 10
	rampUpTimeSeconds = 0
	durationSeconds = 5


	thirdPersonMesh = StaticMesh'Packs.CloakPack'
	StaticMesh = StaticMesh'Packs.CloakPackdropped'


	passiveMaterial		= Material'BaseObjects.ResupplyStationLum'
	activeMaterial		= Material'BaseObjects.ResupplyStationLum'


	cannnotBeUsedWhileTouchingInventoryStation = true
}

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Creation time: st 23.5.2018 00:10:34.885 - Created with UnCodeX