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U2.PowerSuit

Extends
Armor

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Powerups
         |   
         +-- Engine.Armor
            |   
            +-- U2.PowerSuit

Direct Known Subclasses:

PowerSuitFemHeavy, PowerSuitFemLight, PowerSuitFemMedium, PowerSuitHeavy, PowerSuitJapHeavy, PowerSuitJapLight, PowerSuitJapMedium, PowerSuitLight, PowerSuitMarineHeavy, PowerSuitMarineLight, PowerSuitMarineMedium, PowerSuitMedium, PowerSuitSkaarjHeavy, PowerSuitSkaarjLight, PowerSuitSkaarjMedium, U2JumpPack

Variables Summary
boolbProhibitPickups
floatDamageResidue
floatPowerSuitHitVolume
PowerSuit
class<DamageFilter>DamageFilterClass
floatMaxPower
ParticleGeneratorParticleEffect
floatPower
SoundPowerSuitHitSound
Inherited Variables from Engine.Armor
AbsorptionPriority, ArmorAbsorption, NextArmor, ProtectionType
Inherited Variables from Engine.Powerups
ActivateSound, bActivatable, bActive, bAutoActivate, DeActivateSound, ExpireMessage

Functions Summary
functionint ArmorAbsorbDamage (int DamageInt, class<DamageType> DamageType, vector HitLocation ))
event Destroyed ()))
function DisplayDamageTaken (int PSDamage, int HealthDamage, vector Location ))
functionbool HandlePickupQuery (Pickup item ))
event PreBeginPlay ()))
functionbool PreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ))
functionarmor PrioritizeArmor (int Damage, class<DamageType> DamageType, vector HitLocation ))
event Replication ()))
function TransferProperties (Pickup PickedUpItem ))
function TransferPropertiesTo (Pickup PickedUpItem ))
Inherited Functions from Engine.Armor
ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BeginState, EndState, PrioritizeArmor
Inherited Functions from Engine.Powerups
Activate, BeginState, EndState, FireEffect, GetLocalString, HandlePickupQuery, PickupFunction, Replication, SelectNext, TravelPreAccept, UseCharge, UsedUp


Variables Detail

bProhibitPickups Source code

var bool bProhibitPickups;

DamageResidue Source code

var travel float DamageResidue;

PowerSuitHitVolume Source code

var float PowerSuitHitVolume;

PowerSuit

DamageFilterClass Source code

var(PowerSuit) class<DamageFilter> DamageFilterClass;

MaxPower Source code

var(PowerSuit) float MaxPower;

ParticleEffect Source code

var(PowerSuit) ParticleGenerator ParticleEffect;

Power Source code

var(PowerSuit) travel float Power;

PowerSuitHitSound Source code

var(PowerSuit) Sound PowerSuitHitSound;


Functions Detail

ArmorAbsorbDamage Source code

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

Destroyed Source code

event Destroyed ( ) )

DisplayDamageTaken Source code

function DisplayDamageTaken ( int PSDamage, int HealthDamage, vector Location ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( Pickup item ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreventDeath Source code

function bool PreventDeath ( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) )

PrioritizeArmor Source code

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

Replication Source code

event Replication ( ) )

TransferProperties Source code

function TransferProperties ( Pickup PickedUpItem ) )

TransferPropertiesTo Source code

function TransferPropertiesTo ( Pickup PickedUpItem ) )


Defaultproperties

defaultproperties
{
	DamageFilterClass=Class'U2.DamageFilterPowerSuit'
	ParticleEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
	PowerSuitHitSound=Sound'U2A.Suits.PowerSuitHit'
	PowerSuitHitVolume=0.250000
	ItemName="Power Suit"
     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 10:48:31.698 - Created with UnCodeX