Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Powerups | +-- Engine.Armor
PowerSuit
Variables Summary | |
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armor | NextArmor |
Armor | |
int | AbsorptionPriority |
int | ArmorAbsorption |
class<DamageType> | ProtectionType |
Inherited Variables from Engine.Powerups |
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ActivateSound, bActivatable, bActive, bAutoActivate, DeActivateSound, ExpireMessage |
Functions Summary | ||
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int | ArmorAbsorbDamage (int Damage, class<DamageType> DamageType, vector HitLocation)) | |
ArmorImpactEffect (vector HitLocation) | ||
int | ArmorPriority (class<DamageType> DamageType)) | |
BeginState ())) Activated | ||
EndState ())) Activated | ||
armor | PrioritizeArmor (int Damage, class<DamageType> DamageType, vector HitLocation )) |
Inherited Functions from Engine.Powerups |
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Activate, BeginState, EndState, FireEffect, GetLocalString, HandlePickupQuery, PickupFunction, Replication, SelectNext, TravelPreAccept, UseCharge, UsedUp |
States Summary |
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Activated Source code |
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state Activated |
BeginState, EndState |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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