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UTGameContent.UTBerserk

Extends
UTTimedPowerup

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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

Variables Summary
SoundCueBerserkAmbientSound
SoundCueBerserkFadingSound
MaterialInterfaceOverlayMaterialInstance
MeshEffectVehicleWeaponEffect
Inherited Variables from UTGame.UTTimedPowerup
HudIndex, IconCoords, PowerupOverSound, PowerupStatName, PP_Scene_Desaturation, PP_Scene_HighLights, TimeRemaining, TransitionDuration, TransitionTime, WarningTime
Inherited Variables from UTGame.UTInventory
bDropOnDisrupt

Functions Summary
function AddWeaponOverlay (UTGameReplicationInfo GRI))
function AdjustPawn (UTPawn P, bool bRemoveBonus))
function ClientGivenTo (Pawn NewOwner, bool bDoNotActivate))
event Destroyed ()))
function GivenTo (Pawn NewOwner, bool bDoNotActivate))
function ItemRemovedFromInvManager ()))
function PlayBerserkFadingSound ()))
Inherited Functions from UTGame.UTTimedPowerup
AdjustPPEffects, BotDesireability, ClientGivenTo, ClientLostItem, ClientSetTimeRemaining, DenyPickupQuery, DetourWeight, DisplayPowerup, GetPowerupStatName, GivenTo, PostBeginPlay, TimeExpired, TimeRemaingUpdated
Inherited Functions from UTGame.UTInventory
AddWeaponOverlay, ClientLostItem, Destroyed, DropFrom


Variables Detail

BerserkAmbientSound Source code

var SoundCue BerserkAmbientSound;
ambient sound on the pawn when Berserk is active

BerserkFadingSound Source code

var SoundCue BerserkFadingSound;
sound played when the Berserk is running out

OverlayMaterialInstance Source code

var MaterialInterface OverlayMaterialInstance;
overlay material applied to owner

VehicleWeaponEffect Source code

var MeshEffect VehicleWeaponEffect;
particle effect played on vehicle weapons


Functions Detail

AddWeaponOverlay Source code

simulated static function AddWeaponOverlay ( UTGameReplicationInfo GRI) )

AdjustPawn Source code

simulated function AdjustPawn ( UTPawn P, bool bRemoveBonus) )
adds or removes our bonus from the given pawn

ClientGivenTo Source code

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

Destroyed Source code

simulated event Destroyed ( ) )

GivenTo Source code

function GivenTo ( Pawn NewOwner, bool bDoNotActivate) )

ItemRemovedFromInvManager Source code

function ItemRemovedFromInvManager ( ) )

PlayBerserkFadingSound Source code

function PlayBerserkFadingSound ( ) )
called on a timer to play Berserk ending sound


Defaultproperties

defaultproperties
{
   BerserkAmbientSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Berzerk_PowerLoopCue'
   BerserkFadingSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Berzerk_WarningCue'
   OverlayMaterialInstance=Material'PICKUPS.Berserk.M_Berserk_Overlay'
   VehicleWeaponEffect=(Mesh=StaticMesh'Envy_Effects.Mesh.S_VH_Powerups',Material=Material'Envy_Effects.Energy.Materials.M_VH_Beserk')
   HudIndex=1
   PowerupOverSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Berzerk_EndCue'
   PowerupStatName="POWERUPTIME_BERSERK"
   IconCoords=(U=744.000000,UL=35.000000,VL=55.000000)
   PP_Scene_HighLights=(X=-0.150000,Y=-0.080000,Z=0.050000)
   bRenderOverlays=True
   bReceiveOwnerEvents=True
   PickupMessage="BERSERK!"
   PickupSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Berzerk_PickupCue'
   Begin Object Class=StaticMeshComponent Name=MeshComponentA ObjName=MeshComponentA Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'PICKUPS.Berserk.Mesh.S_Pickups_Berserk'
      Materials(0)=Material'PICKUPS.Berserk.Materials.M_Pickups_Berserk'
      CullDistance=8000.000000
      CachedCullDistance=8000.000000
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      CollideActors=False
      BlockRigidBody=False
      Translation=(X=0.000000,Y=0.000000,Z=5.000000)
      Scale3D=(X=0.700000,Y=0.700000,Z=0.700000)
      Name="MeshComponentA"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   DroppedPickupMesh=MeshComponentA
   PickupFactoryMesh=MeshComponentA
   Begin Object Class=UTParticleSystemComponent Name=BerserkParticles ObjName=BerserkParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
      Template=ParticleSystem'PICKUPS.Berserk.Effects.P_Pickups_Berserk_Idle'
      bAutoActivate=False
      Translation=(X=0.000000,Y=0.000000,Z=5.000000)
      Name="BerserkParticles"
      ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
   End Object
   DroppedPickupParticles=BerserkParticles
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite'
   End Object
   Components(0)=Sprite
   Name="Default__UTBerserk"
   ObjectArchetype=UTTimedPowerup'UTGame.Default__UTTimedPowerup'
}

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Creation time: sk 18-3-2018 10:00:49.007 - Created with UnCodeX