Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

BFRL10k.BFRLPickup

Extends
UTWeaponPickup

BFRLPickup Creation date: 2011-02-22 20:09 Last change: $Id$ Copyright © 2011, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pickup
      |   
      +-- Engine.WeaponPickup
         |   
         +-- XWeapons.UTWeaponPickup
            |   
            +-- BFRL10k.BFRLPickup

Variables Summary
intRepAmmo
Inherited Variables from XWeapons.UTWeaponPickup
LockerOffset, StandUp
Inherited Variables from Engine.WeaponPickup
AmmoAmount[2], bThrown, bWeaponStay

Functions Summary
function Destroyed ()))
function InitDroppedPickupFor (Inventory Inv))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function RenderTexture (ScriptedTexture Tex))
function SetWeaponStay ()))
Inherited Functions from XWeapons.UTWeaponPickup
BeginState, ClientTrigger, RespawnEffect, Tick
Inherited Functions from Engine.WeaponPickup
AllowRepeatPickup, BotDesireability, DetourWeight, GetRespawnTime, InitDroppedPickupFor, PostBeginPlay, Reset, SetWeaponStay, StartSleeping, UpdateHUD, ValidTouch


Variables Detail

RepAmmo Source code

var int RepAmmo;


Functions Detail

Destroyed Source code

simulated function Destroyed ( ) )

InitDroppedPickupFor Source code

function InitDroppedPickupFor ( Inventory Inv) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

RenderTexture Source code

simulated function RenderTexture ( ScriptedTexture Tex) )

SetWeaponStay Source code

function SetWeaponStay ( ) )


Defaultproperties

defaultproperties
{
	InventoryType    = class'BFRL10k'
	PickupMessage    = "You got the BFRL10k."
	PickupSound      = Sound'PickupSounds.FlakCannonPickup'
	PickupForce      = "ONSAVRiLPickup"
	MaxDesireability = 1.5
	StaticMesh       = StaticMesh'VMWeaponsSM.AVRiLsm'
	Skins            = (BFRLShader,AVRiLreticleTEX)
	DrawType         = DT_StaticMesh
	DrawScale        = 0.05
	Standup          = (Y=0.25,Z=0.0)
	bWeaponStay      = False
}



Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Sa 23.8.2014 09:18:06.735 - Created with UnCodeX