- Extends
- ASTurret
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- UT2k4Assault.ASVehicle
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+-- UT2k4Assault.ASTurret
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+-- UT2k4Assault.ASVehicle_Sentinel
Direct Known Subclasses:
ASVehicle_Sentinel_Ceiling, ASVehicle_Sentinel_Floor
Inherited Variables from UT2k4Assault.ASTurret |
bZooming, CamAbsLocation, CamDistance, CamRelLocation, CamRotationInertia, DesiredPlayerFOV, EntryTriggers, LastCamRot, LastTimeSeconds, MinPlayerFOV, ObjectiveTag[6], OldFOV, OriginalRotation, PitchAccel, RotationInertia, RotationSpeed, RotPitchConstraint, TurretBase, TurretBaseClass, TurretSwivel, TurretSwivelClass, WeaponInfoTexture, YawAccel, ZoomSpeed, ZoomTick, ZoomTickTex, ZoomWeaponOffsetAdjust |
Inherited Variables from UT2k4Assault.ASVehicle |
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset |
Functions Summary |
| | AnimEnd (int Channel )) Active |
| | AnimEnd (int Channel )) Closing |
| | AnimEnd (int Channel )) Opening |
| | AnimEnd (int Channel )) Sleeping |
| bool | Awake ()))
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| bool | Awake ())) Sleeping |
| | AwakeSentinel ()))
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| bool | GoToSleep ()))
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| bool | GoToSleep ())) Active |
| | PlayClosing ()
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| | PlayClosing ())) Active |
| | PlayFiring (optional float Rate, optional name FiringMode ))
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| | PlayIdleClosed ()))
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| | PlayIdleOpened ()))
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| | PlayOpening ()
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| | PlayOpening ())) Sleeping |
| | PostNetBeginPlay ()))
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| | PostNetReceive ()))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) Closing |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) Opening |
| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)) Sleeping |
Inherited Functions from UT2k4Assault.ASTurret |
BotDesireability, ClientKDriverEnter, Destroyed, DrawCrosshair, DrawHealthInfo, Explode, GetViewRotation, HasAmmo, NextWeapon, PerformTrace, PlayFiring, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostZoomAdjust, PrevWeapon, RawInput, RecommendLongRangedAttack, ServerSwitchTurret, SpecialCalcFirstPersonView, SpecialCalcView, StaticPrecache, StronglyRecommended, UpdatePrecacheMaterials, UpdateRocketAcceleration |
Inherited Functions from UT2k4Assault.ASVehicle |
AddDefaultInventory, AnimEnd, BaseChange, BeginState, CalcInertia, CalcWeaponFire, ChangeAnimation, ClientDying, ClientKDriverEnter, ClientKDriverLeave, Destroyed, Died, DrawCrosshair, DrawCrosshairAlignment, DrawEnemyName, DrawHealthInfo, DrawHUD, DrawVehicleHUD, DrawWeaponInfo, DriverDied, Explode, FellOutOfWorld, GetBotError, GetCrosshairWorldLocation, GetFireStart, GetWeaponBoneFor, KDriverLeave, Landed, LandThump, LieStill, NotifyEnemyLockedOn, PerformTrace, PlayDying, PlayFiring, PlayHit, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, PossessedBy, PostBeginPlay, ProcessMove, ReduceCylinder, SpecialDrawCrosshair, StaticPrecache, StopPlayFiring, StopWeaponFiring, TakeDamage, Tick, Timer, UnPossessed, UpdatePrecacheMaterials, UpdateRocketAcceleration, VehicleSwitchView, WeaponHitsCrosshairsHL |
var bool bActive;
var bool bOldActive;
var bool bSpawnCampProtection;
var
Sound OpenCloseSound;
simulated event AnimEnd ( int Channel ) )
simulated event AnimEnd ( int Channel ) )
simulated event AnimEnd ( int Channel ) )
simulated event AnimEnd ( int Channel ) )
function bool Awake ( ) )
function bool Awake ( ) )
function AwakeSentinel ( ) )
function bool GoToSleep ( ) )
function bool GoToSleep ( ) )
simulated function PlayClosing ( )
simulated function PlayClosing ( ) )
simulated function PlayFiring ( optional float Rate, optional name FiringMode ) )
simulated function PlayIdleClosed ( ) )
simulated function PlayIdleOpened ( ) )
simulated function PlayOpening ( )
simulated function PlayOpening ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
defaultproperties
{
DefaultWeaponClassName="UT2k4Assault.Weapon_Sentinel"
bNonHumanControl=True
AutoTurretControllerClass=Class'UT2k4Assault.ASSentinelController'
VehicleNameString="Sentinel"
bNoTeamBeacon=True
HealthMax=1000.000000
Health=1000
TransientSoundVolume=0.750000
TransientSoundRadius=512.000000
bNetNotify=True
}
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Creation time: sk 18-3-2018 09:49:34.836 - Created with
UnCodeX