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UT2k4AssaultFull.ASTurret_LinkTurret

Extends
ASTurret

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- UT2k4Assault.ASVehicle
            |   
            +-- UT2k4Assault.ASTurret
               |   
               +-- UT2k4AssaultFull.ASTurret_LinkTurret

Variables Summary
floatEnergy
class<Actor>GenericShieldEffect[2]
floatLastEnergyUse
floatNextShieldTime
floatOldEnergy
floatRechargeSpeed
floatRechargeWait
vectorShieldPivot
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
function AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType))
functionbool CheckRecharge ()))
function DoShieldEffect (vector HitLocation, vector HitNormal))
function DrawHealthInfo (Canvas C, PlayerController PC)
function DrawVehicleHUD (Canvas C, PlayerController PC ))
function DrawWeaponInfo (Canvas C, HUD H ))
functionvector FPVAdjustBeamStart ()))
function PlayFiring (optional float Rate, optional name FiringMode ))
function PossessedBy (Controller C))
function PostZoomAdjust (float ZoomPct ))
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
function StaticPrecache (LevelInfo L))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
function Tick (float DeltaTime))
function UpdateLinkColor (LinkAttachment.ELinkColor Color ))
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
function UseEnergy (int Amount))
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


Variables Detail

Energy Source code

var float Energy;

GenericShieldEffect[2] Source code

var class<Actor> GenericShieldEffect[2];

LastEnergyUse Source code

var float LastEnergyUse;

NextShieldTime Source code

var float NextShieldTime;

OldEnergy Source code

var float OldEnergy;

RechargeSpeed Source code

var float RechargeSpeed;

RechargeWait Source code

var float RechargeWait;

ShieldPivot Source code

var vector ShieldPivot;


Functions Detail

AdjustDriverDamage Source code

function AdjustDriverDamage ( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) )

CheckRecharge Source code

simulated function bool CheckRecharge ( ) )

DoShieldEffect Source code

function DoShieldEffect ( vector HitLocation, vector HitNormal) )

DrawHealthInfo Source code

simulated function DrawHealthInfo ( Canvas C, PlayerController PC )

DrawVehicleHUD Source code

simulated function DrawVehicleHUD ( Canvas C, PlayerController PC ) )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas C, HUD H ) )

FPVAdjustBeamStart Source code

simulated function vector FPVAdjustBeamStart ( ) )

PlayFiring Source code

simulated function PlayFiring ( optional float Rate, optional name FiringMode ) )

PossessedBy Source code

function PossessedBy ( Controller C) )

PostZoomAdjust Source code

simulated function PostZoomAdjust ( float ZoomPct ) )

SpecialCalcView Source code

simulated function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) )

Tick Source code

simulated function Tick ( float DeltaTime) )

UpdateLinkColor Source code

simulated function UpdateLinkColor ( LinkAttachment.ELinkColor Color ) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )

UseEnergy Source code

function UseEnergy ( int Amount) )


Defaultproperties

defaultproperties
{
     Energy=1500.000000
     GenericShieldEffect(0)=Class'UT2k4AssaultFull.FX_SpaceFighter_Shield_Red'
     GenericShieldEffect(1)=Class'UT2k4AssaultFull.FX_SpaceFighter_Shield'
     RechargeWait=4.000000
     RechargeSpeed=10.000000
     TurretBaseClass=Class'UT2k4AssaultFull.ASTurret_LinkTurret_Base'
     TurretSwivelClass=Class'UT2k4AssaultFull.ASTurret_LinkTurret_Swivel'
     RotationInertia=0.500000
     RotPitchConstraint=(Min=8000.000000,Max=5000.000000)
     RotationSpeed=5.000000
     CamRelLocation=(X=250.000000,Z=150.000000)
     CamDistance=(Z=0.000000)
     ZoomWeaponOffsetAdjust=275.000000
     WeaponInfoTexture=Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Solid_Skaarj'
     DefaultWeaponClassName="UT2k4AssaultFull.Weapon_LinkTurret"
     VehicleProjSpawnOffset=(X=220.000000,Y=0.000000,Z=15.000000)
     bCHZeroYOffset=False
     bRelativeExitPos=False
     bDesiredBehindView=True
     bHideRemoteDriver=True
     AutoTurretControllerClass=Class'UT2k4AssaultFull.LinkTurretController'
     DriveAnim="Biggun_Aimed"
     VehiclePositionString="manning a Link Turret"
     VehicleNameString="Link Turret"
     HealthMax=400.000000
     Health=400
     Mesh=SkeletalMesh'AS_VehiclesFull_M.LinkBody'
     DrawScale=0.300000
     CollisionHeight=116.000000
     bNetNotify=True
}

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Creation time: sk 18-3-2018 09:49:34.665 - Created with UnCodeX