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U2.DroppedEnergyPickup

Extends
PowerUpPickup

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pickup
      |   
      +-- U2.PowerUpPickup
         |   
         +-- U2.DroppedEnergyPickup

Constants Summary
DroppedEnergyDestroyedEvent='DroppedEnergyDestroyed'
Inherited Contants from Engine.Pickup
StopFallingTimer

Variables Summary
floatDefaultVolume
ParticleRadiatorEffect
floatLastDecayTime
ParticleRadiatorP
U2PawnParentCarcass
DroppedEnergyPickup
SoundAmbientBuzzSound
floatDecayAmount
floatDecayFrequency
intMaxEnergy
intMinEnergy
Inherited Variables from U2.PowerUpPickup
bIsPickup, bIsStation, Description, EnergyUnits, HealthUnits, PickupMesh, PickupTexture, StationMesh, TransferRate
Inherited Variables from Engine.Pickup
bAmbientGlow, bOnlyReplicateHidden, bPlayerOnly, FallingTimeoutDelay, InventoryType, MaxDesireability, MyMarker, PickupMessage, PickupSound, RespawnTime

Functions Summary
functionfloat CalcRatio (float CalcBy ))
event Destroyed ()))
function Initialize (U2Pawn Owner, int RemainingPowerSuitEnergy ))
function NotifyOwner ()))
event PostBeginPlay ()))
event Tick (float DeltaTime ))
functionbool ValidTouch (actor Other ))
Pickup
Inherited Functions from U2.PowerUpPickup
AnnouncePickup, BotDesireability, SpawnCopy, ValidTouch
Inherited Functions from Engine.Pickup
AnnouncePickup, BeginState, BotDesireability, CheckTouching, Destroyed, EndState, GetLocalString, InitDroppedPickupFor, Landed, MaybeAddMoreAmmo, PostBeginPlay, PostRecvVelocity, ReadyToPickup, Replication, Reset, SetRespawn, SpawnCopy, StartSleeping, StopFalling, Timer, Touch, ValidTouch

States Summary
Pickup Source code
auto state Pickup
ValidTouch


Constants Detail

DroppedEnergyDestroyedEvent Source code

const DroppedEnergyDestroyedEvent = 'DroppedEnergyDestroyed';


Variables Detail

DefaultVolume Source code

var float DefaultVolume;

Effect Source code

var ParticleRadiator Effect;

LastDecayTime Source code

var float LastDecayTime;

P Source code

var ParticleRadiator P;

ParentCarcass Source code

var U2Pawn ParentCarcass;

DroppedEnergyPickup

AmbientBuzzSound Source code

var(DroppedEnergyPickup) Sound AmbientBuzzSound;

DecayAmount Source code

var(DroppedEnergyPickup) float DecayAmount;

DecayFrequency Source code

var(DroppedEnergyPickup) float DecayFrequency;

MaxEnergy Source code

var(DroppedEnergyPickup) int MaxEnergy;

MinEnergy Source code

var(DroppedEnergyPickup) int MinEnergy;


Functions Detail

CalcRatio Source code

function float CalcRatio ( float CalcBy ) )

Destroyed Source code

event Destroyed ( ) )

Initialize Source code

function Initialize ( U2Pawn Owner, int RemainingPowerSuitEnergy ) )

NotifyOwner Source code

function NotifyOwner ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

Tick Source code

simulated event Tick ( float DeltaTime ) )

ValidTouch Pickup Source code

function bool ValidTouch ( actor Other ) )


Defaultproperties

defaultproperties
{
	Effect=ParticleRadiator'energy_pickup_fx.ParticleRadiator0'
	MaxEnergy=50
	MinEnergy=15
	DecayFrequency=0.500000
	DecayAmount=1.000000
	AmbientBuzzSound=Sound'U2A.Powerups.EnergyAmbient'
	TransferRate=25
	Description="Energy Pickup"
	InventoryType=Class'U2.EnergyPowerUp'
	PickupMessage="You got an Energy Pickup."
	PickupSound=Sound'U2A.Powerups.EnergyPowerUp'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'VertexM.Decorations.Xmesh'
	bHidden=true
	SoundRadius=100.000000
	CollisionHeight=8.000000
	bCollideWorld=false
	bNoStaticMeshCollide=true
     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 10:48:28.880 - Created with UnCodeX