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UTGameContent.UTUDamage

Extends
UTTimedPowerup

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

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

Variables Summary
SoundCueDamageAmbientSound
floatLastUDamageSoundTime
MaterialInterfaceOverlayMaterialInstance
SoundCueUDamageFadingSound
SoundCueUDamageFireSound
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 GivenTo (Pawn NewOwner, bool bDoNotActivate))
function ItemRemovedFromInvManager ()))
function OwnerEvent (name EventName))
function PlayUDamageFadingSound ()))
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

DamageAmbientSound Source code

var SoundCue DamageAmbientSound;
ambient sound played while active

LastUDamageSoundTime Source code

var float LastUDamageSoundTime;
last time we played that sound, so it isn't too often

OverlayMaterialInstance Source code

var MaterialInterface OverlayMaterialInstance;
overlay material applied to owner

UDamageFadingSound Source code

var SoundCue UDamageFadingSound;
sound played when the UDamage is running out

UDamageFireSound Source code

var SoundCue UDamageFireSound;
sound played when our owner fires

VehicleWeaponEffect Source code

var MeshEffect VehicleWeaponEffect;
particle effect played on vehicle weapons


Functions Detail

AddWeaponOverlay Source code

simulated static function AddWeaponOverlay ( UTGameReplicationInfo GRI) )

GivenTo Source code

function GivenTo ( Pawn NewOwner, bool bDoNotActivate) )

ItemRemovedFromInvManager Source code

function ItemRemovedFromInvManager ( ) )

OwnerEvent Source code

simulated function OwnerEvent ( name EventName) )

PlayUDamageFadingSound Source code

function PlayUDamageFadingSound ( ) )
called on a timer to play UDamage ending sound


Defaultproperties

defaultproperties
{
   UDamageFireSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_UDamage_FireCue'
   UDamageFadingSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_UDamage_WarningCue'
   OverlayMaterialInstance=Material'PICKUPS.UDamage.M_UDamage_Overlay'
   VehicleWeaponEffect=(Mesh=StaticMesh'Envy_Effects.Mesh.S_VH_Powerups',Material=Material'Envy_Effects.Energy.Materials.M_VH_UDamage')
   DamageAmbientSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_UDamage_PowerLoopCue'
   PowerupOverSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_UDamage_EndCue'
   PowerupStatName="POWERUPTIME_UDAMAGE"
   IconCoords=(U=792.000000,V=41.000000,UL=43.000000,VL=58.000000)
   PP_Scene_HighLights=(X=-0.100000,Y=0.040000,Z=-0.200000)
   bRenderOverlays=True
   bReceiveOwnerEvents=True
   PickupMessage="DAMAGE AMP!"
   PickupSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_UDamage_PickupCue'
   Begin Object Class=StaticMeshComponent Name=MeshComponentA ObjName=MeshComponentA Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'PICKUPS.UDamage.Mesh.S_Pickups_UDamage'
      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=0.600000,Y=0.600000,Z=0.600000)
      Name="MeshComponentA"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   DroppedPickupMesh=MeshComponentA
   PickupFactoryMesh=MeshComponentA
   Begin Object Class=UTParticleSystemComponent Name=PickupParticles ObjName=PickupParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
      Template=ParticleSystem'PICKUPS.UDamage.Effects.P_Pickups_UDamage_Idle'
      bAutoActivate=False
      Translation=(X=0.000000,Y=0.000000,Z=5.000000)
      Name="PickupParticles"
      ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
   End Object
   DroppedPickupParticles=PickupParticles
   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__UTUDamage"
   ObjectArchetype=UTTimedPowerup'UTGame.Default__UTTimedPowerup'
}

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Creation time: sk 18-3-2018 10:00:58.078 - Created with UnCodeX