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UT2k4Assault.GameObject_EnergyCore

Extends
GameObject

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- UnrealGame.GameObject
         |   
         +-- UT2k4Assault.GameObject_EnergyCore

Variables Summary
nameAnnouncer_EnergyCore_Dropped
nameAnnouncer_EnergyCore_PickedUp
nameAnnouncer_EnergyCore_Reset
boolbSoundsPrecached
stringDroppedMessage
stringEnergyCorePickedUp
ASOBJ_EnergyCore_SpawnMySpawnObjective
stringPlayerCoreReset
stringPlayerDroppedMessage
stringPlayerPickedUpEnergyCore
Inherited Variables from UnrealGame.GameObject
Assists, bDisabled, bHeld, bHome, bLastSecondSave, FirstTouch, GameObjBone, GameObjOffset, GameObjRot, Holder, HolderPRI, HomeBase, MaxDropTime, OldTeam, TakenTime
Inherited Variables from Engine.Decoration
bDamageable, bPushable, bPushSoundPlaying, bSplash, contents, EffectWhenDestroyed, EndPushSound, FragMomentum, FragSkin, FragType, Health, LastAnchor, LastValidAnchorTime, NumFrags, numLandings, PushSound, SplashTime

Functions Summary
functionbool CanBePickedUpBy (Pawn P))
function ClearHolder ()))
function Drop (vector newVel))
function HolderDied ()))
function LogReturned ()))
function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds))
function SetHolder (Controller C))
functionbool ValidHolder (Actor Other))
Inherited Functions from UnrealGame.GameObject
BaseChange, BeginState, CalcSetHome, CanBePickedUpBy, CanBeThrownBy, CheckTouching, ClearHolder, Drop, EndState, FellOutOfWorld, IsHome, Landed, LogDropped, LogReturned, LogTaken, NotReachableBy, Position, PostBeginPlay, Score, SendHome, SendHomeDisabled, SetDisable, SetHolder, Timer, Touch, ValidHolder
Inherited Functions from Engine.Decoration
BaseChange, Bump, CanSplash, Destroyed, Drop, HitWall, Landed, NotReachableBy, PhysicsVolumeChange, TakeDamage, Timer, Trigger


Variables Detail

Announcer_EnergyCore_Dropped Source code

var name Announcer_EnergyCore_Dropped;

Announcer_EnergyCore_PickedUp Source code

var name Announcer_EnergyCore_PickedUp;

Announcer_EnergyCore_Reset Source code

var name Announcer_EnergyCore_Reset;

bSoundsPrecached Source code

var bool bSoundsPrecached;

DroppedMessage Source code

var localized string DroppedMessage;

EnergyCorePickedUp Source code

var localized string EnergyCorePickedUp;

MySpawnObjective Source code

var ASOBJ_EnergyCore_Spawn MySpawnObjective;

PlayerCoreReset Source code

var localized string PlayerCoreReset;

PlayerDroppedMessage Source code

var localized string PlayerDroppedMessage;

PlayerPickedUpEnergyCore Source code

var localized string PlayerPickedUpEnergyCore;


Functions Detail

CanBePickedUpBy Source code

function bool CanBePickedUpBy ( Pawn P) )

ClearHolder Source code

function ClearHolder ( ) )

Drop Source code

function Drop ( vector newVel) )

HolderDied Source code

function HolderDied ( ) )

LogReturned Source code

function LogReturned ( ) )

PrecacheAnnouncer Source code

simulated function PrecacheAnnouncer ( AnnouncerVoice V, bool bRewardSounds) )

SetHolder Source code

function SetHolder ( Controller C) )

ValidHolder Source code

function bool ValidHolder ( Actor Other) )


Defaultproperties

defaultproperties
{
	Announcer_EnergyCore_Dropped=JY_PowerCoreDropped
	Announcer_EnergyCore_PickedUp=JY_PowerCorePickedUp
	Announcer_EnergyCore_Reset=JY_PowerCoreReset


	PlayerDroppedMessage=" dropped the Power Core!"
	DroppedMessage="Power Core dropped!"
	EnergyCorePickedUp="Power Core picked up!"
	PlayerPickedUpEnergyCore=" picked up the Power Core!"
	PlayerCoreReset="Power Core reset!"


    bHome=true
	GameObjBone=spine
	GameObjOffset=(X=25,Y=50)
	GameObjRot=(Roll=16384)


    RemoteRole=ROLE_DumbProxy
	NetUpdateFrequency=100
    NetPriority=+00003.000000
	bAlwaysRelevant=true
    
	DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'AS_Decos.HellBenderEngine'
    DrawScale=0.75
	bHidden=false
    bStasis=false
    bStatic=false


    CollisionRadius=24.0
	CollisionHeight=20.0
    bCollideActors=true
    bCollideWorld=true
    bUseCylinderCollision=true
	Mass=100.0
    Buoyancy=20.000000
    PrePivot=(X=2,Y=0,Z=0.5)


	bDynamicLight=true
    LightHue=40
    LightBrightness=200
    bUnlit=true
    LightType=LT_Steady
    LightEffect=LE_QuadraticNonIncidence
    LightRadius=6
}

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Creation time: Do 14.8.2014 09:58:06.935 - Created with UnCodeX