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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
{
     PlayerDroppedMessage=" dropped the Power Core!"
     DroppedMessage="Power Core dropped!"
     EnergyCorePickedUp="Power Core picked up!"
     PlayerPickedUpEnergyCore=" picked up the Power Core!"
     PlayerCoreReset="Power Core reset!"
     Announcer_EnergyCore_Dropped="JY_PowerCoreDropped"
     Announcer_EnergyCore_PickedUp="JY_PowerCorePickedUp"
     Announcer_EnergyCore_Reset="JY_PowerCoreReset"
     bHome=Wahr
     GameObjBone="spine"
     GameObjOffset=(X=25.000000,Y=50.000000)
     GameObjRot=(Roll=16384)
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=40
     LightBrightness=200.000000
     LightRadius=6.000000
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'AS_Decos.HellbenderEngine'
     bStatic=Falsch
     bDynamicLight=Wahr
     bStasis=Falsch
     bAlwaysRelevant=Wahr
     NetUpdateFrequency=100.000000
     NetPriority=3.000000
     DrawScale=0.750000
     PrePivot=(X=2.000000,Z=0.500000)
     bUnlit=Wahr
     CollisionRadius=24.000000
     CollisionHeight=20.000000
     bCollideActors=Wahr
     bCollideWorld=Wahr
     Buoyancy=20.000000
}

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Creation time: Mo 16.4.2007 11:20:20.562 - Created with UnCodeX