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Deployables.DeployableInventory

Extends
function
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.function
         |   
         +-- Deployables.DeployableInventory

Direct Known Subclasses:

AutoTurretDeployable, FieldGeneratorDeployable, LandMineDeployable, LaserTripMineDeployable, PackBase, ProximitySensorDeployable, RocketTurretDeployable

Constants Summary
DeployDropHeight=32.0
DeployHorizontalFudge=8.0

Variables Summary
boolbCanIntersectDUs
boolbCanIntersectPawns
boolbIgnoreOwnerYaw
boolbTossProjectiles
class<Actor>DeployClass
SoundDeployFailedSound
floatDeploySkillCost
floatEquipResidue
floatMaxDeployDistance
floatMinDUSeparation
floatMinPawnSeparation
DeployableInventory
SoundActivateSound
SoundDeActivateSound
SoundEffectSound
Inherited Variables from Engine.function
aBaseX, aBaseY, aBaseZ, aForward, AimingHelp, aLookUp, aMouseX, aMouseY, AnnouncerLevel, AnnouncerVolume, aStrafe, aTurn, aUp, bAllActorsRelevant, bAlwaysLevel, bAlwaysMouseLook, bAutoSwitch, bAutoTaunt, bBadConnectionAlert, bBehindView, bBlockCloseCamera, bCameraPositionLocked, bCenterView, bCheatFlying, bClientDemo, bDoubleJump, bDynamicNetSpeed, bEnableDamageForceFeedback, bEnableGUIForceFeedback, bEnablePickupForceFeedback, bEnableWeaponForceFeedback, bFixedCamera, bForceFeedbackSupported, bForcePrecache, bFreeCamera, bFreeLook, bFrozen, bIsTyping, bJumpStatus, bKeyboardLook, BlendedTargetViewRotation, bLook, bLookUpStairs, bNeverSwitchOnPickup, bNoAutoTaunts, bNoMatureLanguage, bNoVoiceMessages, bNoVoiceTaunts, bPendingDestroy, bPendingVote, bPressedJump, bRadarEnabled, bSetTurnRot, bShortConnectTimeOut, bSnapLevel, bSnapToLevel, bSpectatorTeamLocked, bStrafe, bTurn180, bTurnToNearest, bUpdatePosition, bUpdating, bValidBehindCamera, bVehicleBehindView, bViewBot, bXAxis, bYAxis, bZeroRoll, bZooming, CameraDist, CameraEffects, CheatClass, CheatFlyingSpeed, CheatManager, ClientCap, ClientUpdateTime, ConstantGlowFog, ConstantGlowScale, CurrentDistanceFogEnd, CurrentTimeStamp, DeathFont, DefaultFOV, DemoViewer, DemoViewPitch, DemoViewYaw, DesiredFOV, DoubleClickDir, DrivenVehicle, DynamicPingThreshold, EnemyTurnSpeed, EntryTime, ExactPing, FailedPathStart, FixedLocation, FixedRotation, FlashFog, FlashScale, ForcePrecacheTime, FreeMoves, GameReplicationInfo, GroundPitch, InputClass, LastDistanceFogColor, LastDistanceFogEnd, LastDistanceFogStart, LastPingUpdate, LastPlaySound, LastPlaySpeech, LastUpdateTime, LastViewTargetActor, LastViewTargetActualDistance, LastViewTargetHitLocation, LastViewTargetHitNormal, LastViewTargetLocation, LastViewTargetRotation, LastViewTargetTime, LastViewTargetTraceDistance, LastZone, LoadingMusic, LocalMessageClass, MaxResponseTime, MaxTimeMargin, MessageFont, Misc1, Misc2, NextSpeedChange, NextTeamChangeTime, NoPauseMessage, OldCameraLoc, OldCameraRot, OldClientWeapon, OldFloor, OldPing, OrthoZoom, OwnCamera, PassengerNumber, PendingMove, Player, PlayerInput, PlayerSecurity, ProgressColor[4], ProgressMessage[4], ProgressTimeOut, QuickSaveString, RealViewTarget, RenderWorldToCamera, RendMap, RocketLockSound, SavedMoves, SavedPhysics, ServerOnlyStates, ServerTimeStamp, ShakeDuration, ShakeMagX, ShakeMagY, ShakeOffset, ShakePeriodX, ShakePeriodY, ShakeTime, ShowFlags, Song, SpectateSpeed, StatsPassword, StatsUsername, TargetEyeHeight, TargetViewRotation, TargetWeaponViewOffset, TempTurretRotation, TimeMargin, TimeSinceLastFogChange, Transition, TurnRot180, TurnTarget, UIAlpha, UseDistance, UseFixedVisibility, UseLatency, UseProjector, UseTarget, ViewingFrom, ViewTarget, VoteFailedMsg, WaitDelay, WeaponUpdate, ZoomLevel
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, bMergesCopies, BobDamping, bTossedOut, Charge, GroupOffset, Icon, IconIndex, InventoryGroup, ItemID, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, StatusIcon, ThirdPersonActor

Structures Summary
Inherited Structures from Engine.function
TAmmoFlags

Functions Summary
function Activate (bool AltActivate)
function Activate (bool AltActivate)
Activated
function Activate (bool AltActivate)
Inactive
functionbool ActivateUnit (bool bAltActivate)
function AdjustDamage (out float Damage)
function AltFire ()
functionbool Ammo_AddAmmo (int AmmoToAdd)
functionbool Ammo_DeployableUseAmmo (optional int AmountNeeded)
functionbool Ammo_UseAmmo (optional int AmountNeeded)
functionbool CalcDeploySpot (out vector DeployLocation, out rotator DeployRotation)
functionbool CanDeploy (vector DeployLocation, rotator DeployRotation)
function Deactivate ()
function Deactivate ()
Activated
function Deactivate ()
Inactive
functionbool Deploy (vector DeployLocation, rotator DeployRotation, bool bAltActivate)
functionbool DeployDestinationIsValid (vector DeployLocation, rotator DeployRotation)
function HandleDeployFailed (bool bFlashSkillBar)
functionbool HasNeededSkill (float SkillNeeded)
functionbool IsValidDefaultInventory (pawn PlayerPawn)
function PlayFiring ()
function PlayReloading ()
function PostDeploy (Actor DeployedActor, bool bAltActivate)
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<Projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
event Tick (float DeltaSeconds)
function Timer ()
function TossDeployed (Actor A, Pawn Parent)
function TraceFire (float TraceSpread)
function UseSkill (float SkillNeeded)
Inherited Functions from Engine.function
ActivateInventoryItem, ActivateItem, AddCameraEffect, AdjustAim, AdjustView, AllowVoiceMessage, AltFire, AskForPawn, BeginState, BehindView, BlendRot, bool, CalcBehindView, CalcFirstPersonView, CanRestartPlayer, CanSwitchToStateOnClient, ChangeAlwaysMouseLook, ChangedWeapon, ChangeName, ChangeStairLook, ChangeTeam, ChangeVoiceChatter, CleanOutSavedMoves, ClearDoubleClick, ClearProgressMessages, ClientAddCheats, ClientAdjustGlow, ClientAdjustPosition, ClientCapBandwidth, ClientChangeVoiceChatter, ClientFlash, ClientGotoState, ClientHearSound, ClientLeaveVoiceChat, ClientMessage, ClientPlayForceFeedback, ClientPlaySound, ClientReliablePlaySound, ClientRestart, ClientSendEvent, ClientSetBehindView, ClientSetFixedCamera, ClientSetHUD, ClientSetMusic, ClientSetThirdPersonVehicleMode, ClientSetViewTarget, ClientShake, ClientStopForceFeedback, ClientTravel, ClientUpdatePosition, ClientValidate, ClientVoiceMessage, color, CompressAccel, ConsoleCommand, ContinueNotifyRocketLockOnA, ContinueNotifyRocketLockOnB, ContinueNotifyRocketLockOnC, ContinueNotifyRocketLockOnD, CopyToClipboard, CreateCameraEffect, damageAttitudeTo, DemoClientSetHUD, Destroyed, DoUnTeleport, DumpStates, EndState, EndZoom, EnterStartState, FindGoodView, FindStairRotation, Fire, FixFOV, ForceDeathUpdate, ForceRestart, FOV, GameOverAnnounce, GetAimRotation, GetDefaultURL, GetEntryLevel, GetFacingDirection, GetFreeMove, GetKickPlayer, GetPlayerNetworkAddress, GetRadarZoomPct, GetServerNetworkAddress, GetURLProtocol, GetUseBarEnable, GetUseBarIconIndex, GetViewRotation, GetWeapon, GivePawn, HandleDying, HandleMercyKilled, HandlePickup, HandleRevived, HandleSpawnedObject, HandleWalking, InitInputSystem, InitPlayer, IsDead, IsSpectating, Jump, KickRequest, LeaveVoiceChat, LoadPlayers, LocalTravel, LongClientAdjustPosition, MoveAutonomous, Mutate, Name, NextWeapon, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, NotifyRocketLockOnA, NotifyRocketLockOnB, NotifyRocketLockOnC, NotifyRocketLockOnD, PasteFromClipboard, Pause, PawnDied, PendingStasis, PipedSwitchWeapon, PlayAnnouncement, PlayBeepSound, PlayerCalcView, PlayerMove, PlayerSees, PlayerSeesEx, PlayerSeesEx2, PlayerTick, PlayIntroMusic, PlayLoadingMusic, Possess, PostBeginPlay, PostNetBeginPlay, PreClientTravel, PrevItem, PrevWeapon, ProcessDrive, ProcessMove, QuickLoad, QuickSave, ReceiveLocalizedMessage, Reload, RemoveCameraEffect, ReplicateMove, Reset, ResetFOV, ResetKeyboard, Restart, RestartLevel, Say, SendEvent, ServerAddCheats, ServerCanCheat, ServerChangeClass, ServerChangeVoiceChatter, ServerCheckCommandLine, ServerDeployCheat, ServerDrive, ServerDumpStates, ServerGetVoiceChatters, ServerGivePawn, ServerMove, ServerQuit, ServerReload, ServerRestartGame, ServerReStartPlayer, ServerSetClientDemo, ServerSetTeamEnergy, ServerSpectateSpeed, ServerSummon, ServerThrowWeapon, ServerToggleBehindView, ServerToggleVehicleView, ServerUnuse, ServerUpdatePing, ServerUse, ServerValidationResponse, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewSelf, SetFOV, SetFOVAngle, SetMouseAccel, SetMouseSmoothing, SetName, SetNetSpeed, SetPause, SetProgressMessage, SetProgressTime, SetSensitivity, SetSpectateSpeed, SetSpectatorTeamLocked, SetUseTarget, SetViewTarget, ShakeView, ShortClientAdjustPosition, ShortServerMove, ShouldAutoSwitch, ShowHUD, Speech, StartClientDemoRec, StartZoom, StopForceFeedback, StopIntroMusic, StopLoadingMusic, StopZoom, string, Suicide, SwitchLevel, SwitchTeam, SwitchWeapon, TargetUnuse, TargetUse, TeamMessage, TeamSay, TeamSpeech, TestShake, ThrowWeapon, Timer, ToggleBehindView, ToggleVehicleView, ToggleZoom, TraceForMemStats, TravelPostAccept, TurnAround, TurnTowardNearestEnemy, Typing, UnPossess, UnUse, UpdateRotation, UpdateURL, Use, VeryShortClientAdjustPosition, ViewNextBot, ViewShake, VoteNo, VoteYes, WantsSmoothedView
Inherited Functions from Engine.Inventory
AttachToPawn, ClientAddInventory, ClientDeleteInventory, Destroyed, DetachFromPawn, DropFrom, Dump, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, NotifyAddInventory, NotifyDeleteInventory, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, Resupply, SelectNext, SetOwnerDisplay, StaticItemName, TransferSpecialProperties, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange

States Summary
Activated Source code
state Activated
Activate, Deactivate
Inactive Source code
auto state Inactive
Activate, Deactivate


Constants Detail

DeployDropHeight Source code

const DeployDropHeight = 32.0;

DeployHorizontalFudge Source code

const DeployHorizontalFudge = 8.0;


Variables Detail

bCanIntersectDUs Source code

var bool bCanIntersectDUs;

bCanIntersectPawns Source code

var bool bCanIntersectPawns;

bIgnoreOwnerYaw Source code

var bool bIgnoreOwnerYaw;

bTossProjectiles Source code

var bool bTossProjectiles;

DeployClass Source code

var class<Actor> DeployClass;

DeployFailedSound Source code

var Sound DeployFailedSound;

DeploySkillCost Source code

var float DeploySkillCost;

EquipResidue Source code

var float EquipResidue;

MaxDeployDistance Source code

var float MaxDeployDistance;

MinDUSeparation Source code

var float MinDUSeparation;

MinPawnSeparation Source code

var float MinPawnSeparation;

DeployableInventory

ActivateSound Source code

var(DeployableInventory) Sound ActivateSound;

DeActivateSound Source code

var(DeployableInventory) Sound DeActivateSound;

EffectSound Source code

var(DeployableInventory) Sound EffectSound;


Functions Detail

Activate Source code

function Activate ( bool AltActivate )

Activate Activated Source code

function Activate ( bool AltActivate )

Activate Inactive Source code

function Activate ( bool AltActivate )

ActivateUnit Source code

function bool ActivateUnit ( bool bAltActivate )

AdjustDamage Source code

function AdjustDamage ( out float Damage )

AltFire Source code

simulated function AltFire ( )

Ammo_AddAmmo Source code

function bool Ammo_AddAmmo ( int AmmoToAdd )

Ammo_DeployableUseAmmo Source code

simulated function bool Ammo_DeployableUseAmmo ( optional int AmountNeeded )

Ammo_UseAmmo Source code

simulated function bool Ammo_UseAmmo ( optional int AmountNeeded )

CalcDeploySpot Source code

function bool CalcDeploySpot ( out vector DeployLocation, out rotator DeployRotation )

CanDeploy Source code

function bool CanDeploy ( vector DeployLocation, rotator DeployRotation )

Deactivate Source code

function Deactivate ( )

Deactivate Activated Source code

function Deactivate ( )

Deactivate Inactive Source code

function Deactivate ( )

Deploy Source code

function bool Deploy ( vector DeployLocation, rotator DeployRotation, bool bAltActivate )

DeployDestinationIsValid Source code

simulated function bool DeployDestinationIsValid ( vector DeployLocation, rotator DeployRotation )

HandleDeployFailed Source code

simulated function HandleDeployFailed ( bool bFlashSkillBar )

HasNeededSkill Source code

simulated function bool HasNeededSkill ( float SkillNeeded )

IsValidDefaultInventory Source code

static function bool IsValidDefaultInventory ( pawn PlayerPawn )

PlayFiring Source code

simulated function PlayFiring ( )

PlayReloading Source code

simulated function PlayReloading ( )

PostDeploy Source code

function PostDeploy ( Actor DeployedActor, bool bAltActivate )

PreSetAimingParameters Source code

function bool PreSetAimingParameters ( bool bAltFire, bool bInstant, float FireSpread, class<Projectile> ProjClass, bool bWarnTarget, bool bTrySplash )

Tick Source code

simulated event Tick ( float DeltaSeconds )

Timer Source code

function Timer ( )

TossDeployed Source code

function TossDeployed ( Actor A, Pawn Parent )

TraceFire Source code

function TraceFire ( float TraceSpread )

UseSkill Source code

function UseSkill ( float SkillNeeded )


Defaultproperties

defaultproperties
{
    DeployFailedSound=Sound'U2A.Suits.NoEnergy'
    MinDUSeparation=16.000000
    MinPawnSeparation=1.000000
    MaxDeployDistance=60.000000
    DeploySkillCost=0.004000
    MaxAmmo(0)=9
    MaxAmmo(1)=9
    AmmoAmount(0)=1
    AmmoAmount(1)=1
    FireTime(0)=1.680000
    FireTime(1)=1.680000
    FireLastReloadTime(0)=1.680000
    FireLastReloadTime(1)=1.680000
    FireLastDownTime(0)=1.680000
    FireLastDownTime(1)=1.680000
    FireLastRoundTime(0)=1.680000
    FireLastRoundTime(1)=1.680000
    AnimFire(1)="Fire"
    AnimFireLastReload(1)="FireLastReload"
    AnimFireLastDown(1)="FireLastDown"
    AnimFireLastRound(1)="FireLastRound"
    ShakeMag(0)=0.000000
    ShakeMag(1)=0.000000
    ShakeTime(0)=0.000000
    ShakeTime(1)=0.000000
    AmmoFlags(0)=(bInstantHit=True,bRepeatFire=False)
    AmmoFlags(1)=(bInstantHit=True,bRepeatFire=False)
    ReloadTime=0.000000
    ReloadUnloadedTime=0.000000
    SelectUnloadedTime=0.360000
    DownTime=0.600000
    PickupAmmoCount=10
    AutoSwitchPriority=0
     TargetableTypes(0)="Pawn"
    Crosshair="Crosshair_XMP"
    InventoryGroup=4
    PlayerViewOffset=(X=22.000000,Y=7.000000,Z=-45.000000)
    ItemName="Deployable Item"
    ItemID="XX"
}

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Creation time: Tue 27/4/2010 03:12:34.103 - Created with UnCodeX