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Engine.Armor

Extends
Powerups
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Powerups
         |   
         +-- Engine.Armor

Direct Known Subclasses:

PowerSuit

Variables Summary
armorNextArmor
Armor
intAbsorptionPriority
intArmorAbsorption
class<DamageType>ProtectionType
Inherited Variables from Engine.Powerups
ActivateSound, bActivatable, bActive, bAutoActivate, DeActivateSound, ExpireMessage
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bMergesCopies, BobDamping, bTossedOut, Charge, GroupOffset, Icon, IconIndex, InventoryGroup, ItemID, ItemName, PickupClass, PlayerViewOffset, StatusIcon, ThirdPersonActor, ThirdPersonMesh, ThirdPersonMeshInstance, ThirdPersonRelativeLocation, ThirdPersonRelativeRotation, ThirdPersonScale, ThirdPersonStaticMesh

Functions Summary
functionint ArmorAbsorbDamage (int Damage, class<DamageType> DamageType, vector HitLocation))
function ArmorImpactEffect (vector HitLocation)
functionint ArmorPriority (class<DamageType> DamageType))
event BeginState ()))
Activated
event EndState ()))
Activated
functionarmor PrioritizeArmor (int Damage, class<DamageType> DamageType, vector HitLocation ))
Inherited Functions from Engine.Powerups
Activate, BeginState, EndState, FireEffect, GetLocalString, HandlePickupQuery, PickupFunction, Replication, SelectNext, TravelPreAccept, UseCharge, UsedUp
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GetShortName, GiveTo, HandlePickupQuery, NextWeapon, NotifyAddInventory, NotifyDeleteInventory, OwnerEvent, PickupFunction, PostRecvOwner, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, Replication, SelectNext, SetOwnerDisplay, TransferProperties, TransferPropertiesTo, TransferSpecialProperties, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange

States Summary
Activated Source code
state Activated
BeginState, EndState


Variables Detail

NextArmor Source code

var armor NextArmor;

Armor

AbsorptionPriority Source code

var(Armor) int AbsorptionPriority;

ArmorAbsorption Source code

var(Armor) int ArmorAbsorption;

ProtectionType Source code

var(Armor) class<DamageType> ProtectionType;


Functions Detail

ArmorAbsorbDamage Source code

function int ArmorAbsorbDamage ( int Damage, class<DamageType> DamageType, vector HitLocation) )

ArmorImpactEffect Source code

function ArmorImpactEffect ( vector HitLocation )

ArmorPriority Source code

function int ArmorPriority ( class<DamageType> DamageType) )

BeginState Activated Source code

event BeginState ( ) )

EndState Activated Source code

event EndState ( ) )

PrioritizeArmor Source code

function armor PrioritizeArmor ( int Damage, class<DamageType> DamageType, vector HitLocation ) )


Defaultproperties

defaultproperties
{
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:27.569 - Created with UnCodeX