U2.DroppedEnergyPickup
- Extends
- PowerUpPickup
Core.Object
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+-- Engine.Actor
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+-- Engine.Pickup
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+-- U2.PowerUpPickup
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+-- U2.DroppedEnergyPickup
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 |
DroppedEnergyDestroyedEvent Source code
const DroppedEnergyDestroyedEvent = 'DroppedEnergyDestroyed';
var float DefaultVolume;
var float LastDecayTime;
DroppedEnergyPickup
function float CalcRatio ( float CalcBy ) )
event Destroyed ( ) )
function Initialize (
U2Pawn Owner,
int RemainingPowerSuitEnergy ) )
function NotifyOwner ( ) )
event PostBeginPlay ( ) )
simulated event Tick ( float DeltaTime ) )
function bool ValidTouch (
actor Other ) )
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