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Gameplay.TeamTrigger

Extends
Trigger

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Triggers
      |   
      +-- Engine.Trigger
         |   
         +-- Gameplay.TeamTrigger

Variables Summary
TeamTrigger
boolbTimed
byteTeam
Inherited Variables from Engine.Trigger
bInitiallyActive, bSavedInitialActive, bSavedInitialCollision, bTriggerOnceOnly, ClassProximityType, DamageThreshold, Message, RepeatTriggerTime, ReTriggerDelay, TriggerActor, TriggerActor2, TriggerTime, TriggerType

Enumerations Summary
Inherited Enumerations from Engine.Trigger
ETriggerType

Functions Summary
functionbool IsRelevant (actor Other ))
function PostBeginPlay ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
function Timer ()))
Inherited Functions from Engine.Trigger
CheckTouchList, FindInstigator, FindTriggerActor, IsRelevant, PlayerToucherDied, PostBeginPlay, PreBeginPlay, Reset, SelfTriggered, SpecialHandling, TakeDamage, Timer, Touch, Trigger, UnTouch


Variables Detail

TeamTrigger

bTimed Source code

var(TeamTrigger) bool bTimed;

Team Source code

var(TeamTrigger) byte Team;


Functions Detail

IsRelevant Source code

function bool IsRelevant ( actor Other ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) )

Timer Source code

function Timer ( ) )



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Creation time: Do 14.8.2014 09:58:24.757 - Created with UnCodeX