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UTGame.UTWeaponPickupFactory

Extends
UTPickupFactory
Modifiers
native

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

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

Variables Summary
ParticleSystemComponentBaseGlow
boolbIsActive
boolbVerifiedWeaponStay
boolbWeaponStay
array<PawnToucher>Customers
floatWeaponPickupScaling
UTWeaponPickupFactory
class<UTWeapon>WeaponPickupClass
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

Functions Summary
functionbool AddCustomer (Pawn P))
functionbool AllowPickup (UTBot Bot))
functionbool AllowPickup (UTBot Bot))
Pickup
functionbool AllowRepeatPickup ()))
event BeginState (name PreviousStateName))
Pickup
functionbool CheckForErrors ()))
function CheckWeaponStay ()))
functionbool HasCustomer (Pawn P))
function InitializePickup ()))
function NotifyLocalPlayerDead (PlayerController PC)
function NotifyLocalPlayerDead (PlayerController PC))
Pickup
function PickedUpBy (Pawn P))
event ReplicatedEvent (name VarName))
function SetPickupHidden ()))
function SetPickupMesh ()))
function SetPickupVisible ()))
function SetWeaponStay ()))
function ShowActive ()
function ShowActive ()))
Pickup
function ShowHidden ()))
function SpawnCopyFor (Pawn Recipient ))
function StartSleeping ()))
event Touch (actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
Pickup
functionbool ValidTouch (Pawn Other ))
Pickup
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
Pickup Source code
auto state Pickup
AllowPickup, BeginState, NotifyLocalPlayerDead, ShowActive, Touch, ValidTouch


Variables Detail

BaseGlow Source code

var ParticleSystemComponent BaseGlow;
The glow that emits from the base while the weapon is available

bIsActive Source code

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

bVerifiedWeaponStay Source code

var bool bVerifiedWeaponStay;

bWeaponStay Source code

var bool bWeaponStay;

Customers Source code

var array<PawnToucher> Customers;

WeaponPickupScaling Source code

var float WeaponPickupScaling;
Used to scale weapon pickup drawscale

UTWeaponPickupFactory

WeaponPickupClass Source code

var(UTWeaponPickupFactory) class<UTWeapon> WeaponPickupClass;


Functions Detail

AddCustomer Source code

function bool AddCustomer ( Pawn P) )

AllowPickup Source code

function bool AllowPickup ( UTBot Bot) )

AllowPickup Pickup Source code

function bool AllowPickup ( UTBot Bot) )

AllowRepeatPickup Source code

function bool AllowRepeatPickup ( ) )

BeginState Pickup Source code

simulated event BeginState ( name PreviousStateName) )

CheckForErrors Source code

function bool CheckForErrors ( ) )

CheckWeaponStay Source code

simulated function CheckWeaponStay ( ) )

HasCustomer Source code

function bool HasCustomer ( Pawn P) )

InitializePickup Source code

simulated function InitializePickup ( ) )

NotifyLocalPlayerDead Source code

simulated function NotifyLocalPlayerDead ( PlayerController PC )

NotifyLocalPlayerDead Pickup Source code

simulated function NotifyLocalPlayerDead ( PlayerController PC) )

PickedUpBy Source code

function PickedUpBy ( Pawn P) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SetPickupHidden Source code

simulated function SetPickupHidden ( ) )

SetPickupMesh Source code

simulated function SetPickupMesh ( ) )

SetPickupVisible Source code

simulated function SetPickupVisible ( ) )

SetWeaponStay Source code

function SetWeaponStay ( ) )
If our charge is not a super weapon and weaponstay is on, set weapon stay

ShowActive Source code

simulated function ShowActive ( )

ShowActive Pickup Source code

simulated function ShowActive ( ) )

ShowHidden Source code

simulated function ShowHidden ( ) )

SpawnCopyFor Source code

function SpawnCopyFor ( Pawn Recipient ) )

StartSleeping Source code

function StartSleeping ( ) )

Touch Pickup Source code

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

ValidTouch Pickup Source code

simulated function bool ValidTouch ( Pawn Other ) )


Defaultproperties

defaultproperties
{
   bWeaponStay=True
   Begin Object Class=ParticleSystemComponent Name=GlowEffect ObjName=GlowEffect Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'PICKUPS.WeaponBase.Effects.P_Pickups_WeaponBase_Glow'
      SecondsBeforeInactive=1.000000
      Translation=(X=0.000000,Y=0.000000,Z=-44.000000)
      Name="GlowEffect"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   BaseGlow=GlowEffect
   WeaponPickupScaling=1.200000
   bRotatingPickup=True
   bDoVisibilityFadeIn=False
   RespawnSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Respawn_Cue'
   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'
      BlockZeroExtent=False
      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'
      StaticMesh=StaticMesh'PICKUPS.WeaponBase.S_Pickups_WeaponBase'
      Translation=(X=0.000000,Y=0.000000,Z=-44.000000)
      ObjectArchetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp'
   End Object
   Components(3)=BaseMeshComp
   Components(4)=GlowEffect
   bBlockActors=True
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTWeaponPickupFactory"
   ObjectArchetype=UTPickupFactory'UTGame.Default__UTPickupFactory'
}

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Creation time: sk 18-3-2018 10:01:02.687 - Created with UnCodeX