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UTGame.UTTimedPowerup

Extends
UTInventory
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- UTGame.UTInventory
         |   
         +-- UTGame.UTTimedPowerup

Direct Known Subclasses:

UTBerserk, UTHeroBerserk, UTHeroDamage, UTInvisibility, UTInvulnerability, UTSlowField, UTUDamage

Variables Summary
intHudIndex
TextureCoordinatesIconCoords
SoundCuePowerupOverSound
namePowerupStatName
floatPP_Scene_Desaturation
vectorPP_Scene_HighLights
floatTimeRemaining
floatTransitionDuration
floatTransitionTime
floatWarningTime
Inherited Variables from UTGame.UTInventory
bDropOnDisrupt
Inherited Variables from Engine.Inventory
bDelayedSpawn, bDropOnDeath, bPredictRespawns, bReceiveOwnerEvents, bRenderOverlays, DroppedPickupClass, DroppedPickupMesh, DroppedPickupParticles, Inventory, InvManager, ItemName, MaxDesireability, PickupFactoryMesh, PickupForce, PickupMessage, PickupSound, RespawnTime

Functions Summary
function AdjustPPEffects (Pawn P, bool bRemove))
functionfloat BotDesireability (Actor PickupHolder, Pawn P, Controller C))
function ClientGivenTo (Pawn NewOwner, bool bDoNotActivate))
function ClientLostItem ()))
function ClientSetTimeRemaining (float NewTimeRemaining))
functionbool DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup))
functionfloat DetourWeight (Pawn Other, float PathWeight))
function DisplayPowerup (Canvas Canvas, UTHud HUD, float ResolutionScale, ut float YPos))
functionname GetPowerupStatName ()))
function GivenTo (Pawn NewOwner, bool bDoNotActivate))
function PostBeginPlay ()))
event TimeExpired ()))
function TimeRemaingUpdated ()))
Inherited Functions from UTGame.UTInventory
AddWeaponOverlay, ClientLostItem, Destroyed, DropFrom
Inherited Functions from Engine.Inventory
ActiveRenderOverlays, AnnouncePickup, BotDesireability, ClientGivenTo, DenyPickupQuery, Destroyed, DetourWeight, DropFrom, GetHumanReadableName, GetLocalString, GivenTo, GiveTo, ItemRemovedFromInvManager, OwnerEvent, RenderOverlays


Variables Detail

HudIndex Source code

var int HudIndex;
Used to determine which symbol represents this object on the paperdoll

IconCoords Source code

var TextureCoordinates IconCoords;

PowerupOverSound Source code

var SoundCue PowerupOverSound;
Sound played when powerup's time is up

PowerupStatName Source code

var name PowerupStatName;
Name used for the stats system

PP_Scene_Desaturation Source code

var float PP_Scene_Desaturation;

PP_Scene_HighLights Source code

var vector PP_Scene_HighLights;
post processing applied while holding this powerup

TimeRemaining Source code

var databinding float TimeRemaining;
the amount of time remaining before the powerup expires (automatically decremented in C++ tick) @note: only counts down while the item is owned by someone (not when on a dropped pickup)

TransitionDuration Source code

var float TransitionDuration;

TransitionTime Source code

var float TransitionTime;

WarningTime Source code

var float WarningTime;


Functions Detail

AdjustPPEffects Source code

simulated function AdjustPPEffects ( Pawn P, bool bRemove) )
applies and removes any post processing effects while holding this item

BotDesireability Source code

static function float BotDesireability ( Actor PickupHolder, Pawn P, Controller C) )

ClientGivenTo Source code

reliable client function ClientGivenTo ( Pawn NewOwner, bool bDoNotActivate) )

ClientLostItem Source code

reliable client function ClientLostItem ( ) )

ClientSetTimeRemaining Source code

reliable client function ClientSetTimeRemaining ( float NewTimeRemaining) )
called by the server on the client to tell it how much time the UDamage has for the HUD timer

DenyPickupQuery Source code

function bool DenyPickupQuery ( class<Inventory> ItemClass, Actor Pickup) )

DetourWeight Source code

static function float DetourWeight ( Pawn Other, float PathWeight) )

DisplayPowerup Source code

simulated function DisplayPowerup ( Canvas Canvas, UTHud HUD, float ResolutionScale,out float YPos) )

GetPowerupStatName Source code

function name GetPowerupStatName ( ) )
Stats

GivenTo Source code

function GivenTo ( Pawn NewOwner, bool bDoNotActivate) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

TimeExpired Source code

event TimeExpired ( ) )
called when TimeRemaining reaches zero

TimeRemaingUpdated Source code

simulated function TimeRemaingUpdated ( ) )


Defaultproperties

defaultproperties
{
   TimeRemaining=30.000000
   TransitionDuration=0.500000
   WarningTime=3.000000
   bDropOnDeath=True
   bDelayedSpawn=True
   bPredictRespawns=True
   RespawnTime=90.000000
   MaxDesireability=2.000000
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTInventory:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTInventory:Sprite'
   End Object
   Components(0)=Sprite
   Name="Default__UTTimedPowerup"
   ObjectArchetype=UTInventory'UTGame.Default__UTInventory'
}

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Creation time: sk 18-3-2018 10:00:57.980 - Created with UnCodeX