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UTGame.UTWeaponLocker

Extends
UTPickupFactory
Modifiers
abstract native

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.PickupFactory
         |   
         +-- UTGame.UTPickupFactory
            |   
            +-- UTGame.UTWeaponLocker

Direct Known Subclasses:

UTWeaponLocker_Content

Variables Summary
ParticleSystemActiveEffectTemplate
ParticleSystemComponentAmbientEffect
boolbIsActive
boolbPlayerNearby
boolbScalingUp
floatCurrentWeaponScaleX
array<PawnToucher>Customers
ParticleSystemInactiveEffectTemplate
array<vector>LockerPositions
stringLockerString
floatNextProximityCheckTime
floatProximityDistanceSquared
ParticleSystemComponentProximityEffect
ReplacementWeaponEntryReplacementWeapons[6]
floatScaleRate
ParticleSystemWeaponSpawnEffectTemplate
UTWeaponLocker
array<WeaponEntry>Weapons
Inherited Variables from UTGame.UTPickupFactory
BaseBrightEmissive, BaseDimEmissive, BaseEmissive, BaseMaterialInstance, BaseMaterialParamName, BaseMesh, BasePulseRate, BasePulseTime, BaseTargetEmissive, bDoVisibilityFadeIn, bFloatingPickup, bHasLocationSpeech, bIsDisabled, bIsRespawning, BobBaseOffset, BobOffset, BobSpeed, BobTimer, bPulseBase, bRandomStart, bRotatingPickup, bTrackPickup, bUpdatingPickup, Glow, GlowEmissiveParam, LastSeekNotificationTime, LightEnvironment, LocationSpeech, MIC_Visibility, MIC_VisibilitySecondMaterial, PickupIndex, PickupReadySound, PickupStatName, PickUpWaveForm, PivotTranslation, PulseThreshold, RespawnSound, TeamOwner[4], VisibilityParamName, YawRotationRate
Inherited Variables from Engine.PickupFactory
bIsSuperItem, bOnlyReplicateHidden, bPickupHidden, bPredictRespawns, InventoryType, MaxDesireability, OriginalFactory, PickupMesh, ReplacementFactory, RespawnEffectTime

Structures Summary
PawnToucher
P, NextTouchTime
ReplacementWeaponEntry
bReplaced, WeaponClass
WeaponEntry
WeaponClass, PickupMesh

Functions Summary
functionbool AddCustomer (Pawn P))
function BeginState (name PreviousStateName))
Disabled
event BeginState (name PreviousStateName))
LockerPickup
functionfloat BotDesireability (Pawn Bot, Controller C))
function CheckTouching ()))
LockerPickup
function DestroyWeapons ()))
functionfloat DetourWeight (Pawn Other, loat PathWeight))
functionString GetHumanReadableName ()))
function GiveLockerWeapons (Actor Other, bool bHideWeapons)
function GiveLockerWeapons (Actor Other, bool bHideWeapons))
LockerPickup
functionbool HasCustomer (Pawn P))
function InitializePickup ()))
function InitializeWeapons ()))
function NotifyLocalPlayerDead (PlayerController PC)
function NotifyLocalPlayerDead (PlayerController PC))
LockerPickup
function PostBeginPlay ()))
functionbool ReadyToPickup (float MaxWait))
LockerPickup
function RecheckValidTouch ()))
LockerPickup
function ReplaceWeapon (int Index, class<UTWeapon> NewWeaponClass))
event ReplicatedEvent (name VarName))
function Reset ()))
event SetInitialState ()))
event SetPlayerNearby (bool bNewPlayerNearby, bool bPlayEffects))
functionbool ShouldCamp (UTBot B, float MaxWait))
function ShowActive ()
function ShowActive ()))
LockerPickup
function ShowHidden ()))
event Touch (actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
LockerPickup
functionbool ValidTouch (actor Other ))
LockerPickup
Inherited Functions from UTGame.UTPickupFactory
BeginState, BotDesireability, DisablePickup, EndState, GetPickupStatName, InitPickupMeshEffects, PickedUpBy, PostBeginPlay, PulseThresholdMet, ReplicatedEvent, RespawnEffect, SetInitialState, SetPickupHidden, SetPickupMesh, SetPickupVisible, SetResOut, ShouldCamp, ShutDown, StartPulse, StopsProjectile, UpdateHUD
Inherited Functions from Engine.PickupFactory
BeginState, CheckForErrors, CheckTouching, Destroyed, DetourWeight, EndState, GetRespawnTime, GiveTo, InitializePickup, MatchStarting, PickedUpBy, PreBeginPlay, ReadyToPickup, RecheckValidTouch, ReplicatedEvent, Reset, RespawnEffect, SetInitialState, SetPickupHidden, SetPickupMesh, SetPickupVisible, SetRespawn, ShouldRespawn, ShutDown, SpawnCopyFor, StartSleeping, StaticPrecache, Touch, ValidTouch

States Summary
Disabled Source code
state Disabled
BeginState
LockerPickup Source code
auto state LockerPickup
BeginState, CheckTouching, GiveLockerWeapons, NotifyLocalPlayerDead, ReadyToPickup, RecheckValidTouch, ShowActive, Touch, ValidTouch


Variables Detail

ActiveEffectTemplate Source code

var ParticleSystem ActiveEffectTemplate;
effect for when the weapon locker is usable by the player right now

AmbientEffect Source code

var ParticleSystemComponent AmbientEffect;
component for the active/inactive effect, depending on state

bIsActive Source code

var bool bIsActive;
clientside flag - whether the locker should be displayed as active and having weapons available

bPlayerNearby Source code

var bool bPlayerNearby;
clientside flag - whether or not a local player is near this locker

bScalingUp Source code

var bool bScalingUp;
whether weapons are currently scaling up

CurrentWeaponScaleX Source code

var float CurrentWeaponScaleX;
current scaling up weapon scale

Customers Source code

var array<PawnToucher> Customers;

InactiveEffectTemplate Source code

var ParticleSystem InactiveEffectTemplate;
effect for when the weapon locker cannot be used by the player right now

LockerPositions Source code

var array<vector> LockerPositions;
offsets from locker location where we can place weapon meshes

LockerString Source code

var localized string LockerString;

NextProximityCheckTime Source code

var float NextProximityCheckTime;
Next proximity check time

ProximityDistanceSquared Source code

var float ProximityDistanceSquared;
how close a player needs to be to be considered nearby

ProximityEffect Source code

var ParticleSystemComponent ProximityEffect;
effect that's visible when active and the player gets nearby

ReplacementWeapons[6] Source code

var repnotify ReplacementWeaponEntry ReplacementWeapons[6];

ScaleRate Source code

var float ScaleRate;
the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the scaling)

WeaponSpawnEffectTemplate Source code

var ParticleSystem WeaponSpawnEffectTemplate;
effect played over weapons being scaled in when the player is nearby

UTWeaponLocker

Weapons Source code

var(UTWeaponLocker) array<WeaponEntry> Weapons;


Structures Detail

PawnToucher Source code

struct PawnToucher
{
var float NextTouchTime;
var Pawn P;
};


ReplacementWeaponEntry Source code

struct ReplacementWeaponEntry
{
var bool bReplaced;
var class<UTWeapon> WeaponClass;
};
when received on the client, replaces Weapons array classes with this array instead
bReplaced:
indicates whether this entry in the Weapons array was actually replaced (so we can distinguish between WeaponClass == None because it wasn't touched vs. because it was removed
WeaponClass:
the class of weapon to replace with

WeaponEntry Source code

struct WeaponEntry
{
var PrimitiveComponent PickupMesh;
var(UTWeaponLocker) class<UTWeapon> WeaponClass;
};



Functions Detail

AddCustomer Source code

function bool AddCustomer ( Pawn P) )

BeginState Disabled Source code

simulated function BeginState ( name PreviousStateName) )

BeginState LockerPickup Source code

simulated event BeginState ( name PreviousStateName) )

BotDesireability Source code

function float BotDesireability ( Pawn Bot, Controller C) )

CheckTouching LockerPickup Source code

function CheckTouching ( ) )
Make sure no pawn already touching (while touch was disabled in sleep).

DestroyWeapons Source code

simulated function DestroyWeapons ( ) )

DetourWeight Source code

function float DetourWeight ( Pawn Other,float PathWeight) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GiveLockerWeapons Source code

function GiveLockerWeapons ( Actor Other, bool bHideWeapons )

GiveLockerWeapons LockerPickup Source code

simulated function GiveLockerWeapons ( Actor Other, bool bHideWeapons) )

HasCustomer Source code

function bool HasCustomer ( Pawn P) )

InitializePickup Source code

simulated function InitializePickup ( ) )

InitializeWeapons Source code

simulated function InitializeWeapons ( ) )
initialize properties/display for the weapons that are listed in the array

NotifyLocalPlayerDead Source code

simulated function NotifyLocalPlayerDead ( PlayerController PC )

NotifyLocalPlayerDead LockerPickup Source code

simulated function NotifyLocalPlayerDead ( PlayerController PC) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ReadyToPickup LockerPickup Source code

function bool ReadyToPickup ( float MaxWait) )

RecheckValidTouch LockerPickup Source code

function RecheckValidTouch ( ) )
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

ReplaceWeapon Source code

function ReplaceWeapon ( int Index, class<UTWeapon> NewWeaponClass) )
replaces an entry in the Weapons array (generally used by mutators)

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetPlayerNearby Source code

simulated event SetPlayerNearby ( bool bNewPlayerNearby, bool bPlayEffects) )

ShouldCamp Source code

function bool ShouldCamp ( UTBot B, float MaxWait) )

ShowActive Source code

simulated function ShowActive ( )

ShowActive LockerPickup Source code

simulated function ShowActive ( ) )

ShowHidden Source code

simulated function ShowHidden ( ) )

Touch LockerPickup Source code

simulated event Touch ( actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )

ValidTouch LockerPickup Source code

simulated function bool ValidTouch ( actor Other ) )


Defaultproperties

defaultproperties
{
   LockerPositions(0)=(X=18.000000,Y=-30.000000,Z=0.000000)
   LockerPositions(1)=(X=-15.000000,Y=25.000000,Z=0.000000)
   LockerPositions(2)=(X=34.000000,Y=-2.000000,Z=0.000000)
   LockerPositions(3)=(X=-30.000000,Y=0.000000,Z=0.000000)
   LockerPositions(4)=(X=16.000000,Y=22.000000,Z=0.000000)
   LockerPositions(5)=(X=-19.000000,Y=-32.000000,Z=0.000000)
   LockerString="Weapon Locker"
   ProximityDistanceSquared=600000.000000
   ScaleRate=2.000000
   Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
   End Object
   LightEnvironment=PickupLightEnvironment
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPickupFactory:CollisionCylinder'
      CollisionHeight=50.000000
      CollisionRadius=80.000000
      ObjectArchetype=CylinderComponent'UTGame.Default__UTPickupFactory:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTPickupFactory:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTPickupFactory:PathRenderer'
   End Object
   Components(1)=PathRenderer
   Components(2)=PickupLightEnvironment
   Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp'
      ObjectArchetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp'
   End Object
   Components(3)=BaseMeshComp
   CollisionComponent=CollisionCylinder
   Name="Default__UTWeaponLocker"
   ObjectArchetype=UTPickupFactory'UTGame.Default__UTPickupFactory'
}

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Creation time: sk 18-3-2018 10:01:02.640 - Created with UnCodeX