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U2.U2WeaponPickup

Extends
WeaponPickup
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pickup
      |   
      +-- Engine.WeaponPickup
         |   
         +-- U2.U2WeaponPickup

Direct Known Subclasses:

weaponAssaultRifle, weaponDispersion, weaponEnergyRifle, weaponFlameThrower, weaponGrenadeLauncher, weaponLaserRifle, weaponLeechGun, weaponPistol, weaponRocketLauncher, weaponShotgun, weaponSingularityCannon, weaponSniperRifle, weaponTakkra

Constants Summary
Inherited Contants from Engine.Pickup
StopFallingTimer

Variables Summary
floatLastBounceSoundTime
U2WeaponPickup
boolbForceCleanup
floatBounceDamping
array<string>BounceSounds
floatPrimaryCleanupDelay
floatSecondaryCleanupDelay
Inherited Variables from Engine.WeaponPickup
bWeaponStay
Inherited Variables from Engine.Pickup
bAmbientGlow, bOnlyReplicateHidden, bPlayerOnly, FallingTimeoutDelay, InventoryType, MaxDesireability, MyMarker, PickupMessage, PickupSound, RespawnTime

Functions Summary
function AnnouncePickup (Pawn Receiver ))
event BeginState ()))
Pickup
event EndState ()))
Pickup
event HitWall (vector HitNormal, Actor Wall ))
event HitWall (vector HitNormal, Actor Wall ))
Pickup
event Landed (vector HitNormal ))
event Landed (vector HitNormal ))
Pickup
function PlayBounceSound ()))
event Timer ()))
Pickup
Inherited Functions from Engine.WeaponPickup
BotDesireability, PostBeginPlay, SetWeaponStay
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
BeginState, EndState, HitWall, Landed, Timer


Variables Detail

LastBounceSoundTime Source code

var float LastBounceSoundTime;

U2WeaponPickup

bForceCleanup Source code

var(U2WeaponPickup) bool bForceCleanup;

BounceDamping Source code

var(U2WeaponPickup) float BounceDamping;

BounceSounds Source code

var(U2WeaponPickup) array<string> BounceSounds;

PrimaryCleanupDelay Source code

var(U2WeaponPickup) float PrimaryCleanupDelay;

SecondaryCleanupDelay Source code

var(U2WeaponPickup) float SecondaryCleanupDelay;


Functions Detail

AnnouncePickup Source code

function AnnouncePickup ( Pawn Receiver ) )

BeginState Pickup Source code

event BeginState ( ) )

EndState Pickup Source code

event EndState ( ) )

HitWall Source code

simulated event HitWall ( vector HitNormal, Actor Wall ) )

HitWall Pickup Source code

simulated event HitWall ( vector HitNormal, Actor Wall ) )

Landed Source code

event Landed ( vector HitNormal ) )

Landed Pickup Source code

simulated event Landed ( vector HitNormal ) )

PlayBounceSound Source code

function PlayBounceSound ( ) )

Timer Pickup Source code

event Timer ( ) )


Defaultproperties

defaultproperties
{
     BounceSounds(0)="U2A.Landed.Metal"
	BounceDamping=0.450000
	SecondaryCleanupDelay=5.000000
	DrawType=DT_StaticMesh
	AlignMeshTraceOffset1=(X=10.000000,Y=-5.000000,Z=-12.000000)
	AlignMeshTraceOffset2=(X=10.000000,Y=5.000000,Z=-12.000000)
	AlignMeshTraceOffset3=(X=-12.000000,Z=-12.000000)
	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 10:48:35.524 - Created with UnCodeX