- Extends
- BaseDevice
- Modifiers
- 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.Turret
Direct Known Subclasses:
DeployedTurret
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 |
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 bool bGetOut;
var bool bWasBehindView;
var protected float currentPitch;
var protected float currentYaw;
var int oldCollisionHeight;
var int oldCollisionRadius;
var protected int targetPitch;
var protected int targetYaw;
Turret
var(
Turret) private
float AIViewRate;
var(
Turret)
bool bCanBeManned;
var(
Turret)
bool bFlipPitchDisplay;
var(
Turret)
bool bFlipYawDisplay;
var(
Turret)
Name driverAnimation;
var(
Turret)
float MaxViewPitch;
var(
Turret)
int seatedCollisionHeight;
var(
Turret)
int seatedCollisionRadius;
var(
Turret) private
float ViewRate;
simulated function BeginState ( ) )
simulated function BeginState ( ) )
simulated function BeginState ( ) )
function bool canTargetPoint (
Vector targetLoc) )
event bool cleanupAI ( ) )
simulated
function ClientDriverLeave (
Controller c,
Character driver,
float finalPitch,
float finalYaw) )
simulated function Destroyed ( ) )
function bool DriverLeave ( bool bForceLeave) )
getControllingCharacter Source code
simulated
function Character getControllingCharacter ( ) )
simulated function float getViewRate ( ) )
function initTurretAI ( ) )
simulated function onTeamChange ( ) )
overrideCurrentRotation Source code
simulated
function overrideCurrentRotation (
Rotator newRotation) )
function PostBeginPlay ( ) )
function PostLoadGame ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
function rematchGoals ( ) )
simulated function Tick ( float deltaSeconds) )
simulated function updateAim ( float deltaSeconds) )
simulated function updateModelRotation ( ) )
defaultproperties
{
Mesh = SkeletalMesh'BaseObjects.Turret'
bHardAttach = false
bHidden = false
bBlockActors = true
bBlockHavok = true
bBlockKarma = false
bCollideActors = true
bUseCylinderCollision = false
bStatic = false
CollisionRadius = +0080.000000
CollisionHeight = +0080.000000
bCollideWhenPlacing = false
bOwnerNoSee = true
bReplicateMovement = false
bUpdateSimulatedPosition = false
bNetNotify = true
RemoteRole = ROLE_SimulatedProxy
Physics = PHYS_None
playerControllerState = "PlayerTurreting"
entry = (radius=50,height=50)
bGetOut = false
weaponClass = class'Spinfusor'
driverAnimation = "pod_stand"
rootBone = "base"
seatBone = "character"
pitchBone = "top"
pitchAxis = 1
yawOffset = 0
yawAxis = 2
ViewRate = 180
AIViewRate = 180
MaxViewPitch = 45
MaxViewYaw = 0
seatedCollisionHeight = 50
seatedCollisionRadius = 36
AI_LOD_Level = AILOD_MINIMAL
peripheralVision = 0.1f
peripheralVisionZAngle = 1.2217f
SightRadius = 8000.0
VisionUpdateRange = (Min=0.4,Max=0.6)
bWorldGeometry = false
bCanBeManned = true
} |
Creation time: st 23.5.2018 00:10:37.804 - Created with
UnCodeX