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U2.PowerStation

Extends
PowerUp

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- U2.PowerUp
         |   
         +-- U2.PowerStation

Direct Known Subclasses:

AmmoStation, EnergyStation, HealthStation

Variables Summary
ParticleGeneratorActiveStationEffect
floatDelayTime
floatLastRechargeTime
intStartingAmmoUnits
intStartingEnergyUnits
intStartingHealthUnits
CollisionProxyTouchingCollisionProxy
floatTouchingHeight
floatTouchingRadius
PowerStation
boolbLimited
ParticleGeneratorParticleEffect
floatRechargeRate
vectorStationEffectOffset
SoundStationErrorSound
SoundStationInUseSound
SoundStationStartUsingSound
SoundStationStopUsingSound
floatTeamEnergyCost
Inherited Variables from U2.PowerUp
AmmoUnits, Description, EnergyUnits, HealthUnits, LastTransferTime, PowerUpOwner, TargetPowerSuit, TransferRate
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, bMergesCopies, BobDamping, bTossedOut, Charge, GroupOffset, Icon, IconIndex, InventoryGroup, ItemID, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, StatusIcon, ThirdPersonActor

Functions Summary
function ActivateStation (Pawn P)
functionint CalcRecharge (int CalcUnits)
function CleanupCollisionProxy (CollisionProxy CP)
function ClearProperties ()
function DeactivateStation ()
event Destroyed ()
function HandlePowerUpEmpty ()
function HandleUserFulfilled ()
function MakeStationEmpty ()
event PostBeginPlay ()
event PreBeginPlay ()
function SetStationActiveOff ()
function SetStationInUse ()
functionbool StationCanBeUsed (Pawn P)
function StationError ()
function StopStation ()
functioninterface string (( Controller User)
function TickPowerUp (out int UnitsAvailable, int MaxUnits, out int TargetsCurrentUnits)
event Touch (Actor Other)
event UnTouch (Actor Other)
Inherited Functions from U2.PowerUp
ActivateStation, AddUnits, CalcPowerUp, CheckPowerUpEmpty, CheckUserFulfulled, DeactivateStation, GiveTo, HandlePickupQuery, HandlePowerUpEmpty, HandleUserFulfilled, IsUsable, MakeStationEmpty, OnUnuse, OnUse, PreBeginPlay, StopStation, Tick, TickPowerUp, TransferProperties
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


Variables Detail

ActiveStationEffect Source code

var ParticleGenerator ActiveStationEffect;

DelayTime Source code

var float DelayTime;

LastRechargeTime Source code

var float LastRechargeTime;

StartingAmmoUnits Source code

var int StartingAmmoUnits;

StartingEnergyUnits Source code

var int StartingEnergyUnits;

StartingHealthUnits Source code

var int StartingHealthUnits;

TouchingCollisionProxy Source code

var CollisionProxy TouchingCollisionProxy;

TouchingHeight Source code

var float TouchingHeight;

TouchingRadius Source code

var float TouchingRadius;

PowerStation

bLimited Source code

var(PowerStation) bool bLimited;

ParticleEffect Source code

var(PowerStation) ParticleGenerator ParticleEffect;

RechargeRate Source code

var(PowerStation) float RechargeRate;

StationEffectOffset Source code

var(PowerStation) vector StationEffectOffset;

StationErrorSound Source code

var(PowerStation) Sound StationErrorSound;

StationInUseSound Source code

var(PowerStation) Sound StationInUseSound;

StationStartUsingSound Source code

var(PowerStation) Sound StationStartUsingSound;

StationStopUsingSound Source code

var(PowerStation) Sound StationStopUsingSound;

TeamEnergyCost Source code

var(PowerStation) float TeamEnergyCost;


Functions Detail

ActivateStation Source code

function ActivateStation ( Pawn P )

CalcRecharge Source code

function int CalcRecharge ( int CalcUnits )

CleanupCollisionProxy Source code

function CleanupCollisionProxy ( CollisionProxy CP )

ClearProperties Source code

function ClearProperties ( )

DeactivateStation Source code

function DeactivateStation ( )

Destroyed Source code

simulated event Destroyed ( )

HandlePowerUpEmpty Source code

function HandlePowerUpEmpty ( )

HandleUserFulfilled Source code

function HandleUserFulfilled ( )

MakeStationEmpty Source code

function MakeStationEmpty ( )

PostBeginPlay Source code

simulated event PostBeginPlay ( )

PreBeginPlay Source code

event PreBeginPlay ( )

SetStationActiveOff Source code

function SetStationActiveOff ( )

SetStationInUse Source code

function SetStationInUse ( )

StationCanBeUsed Source code

function bool StationCanBeUsed ( Pawn P )

StationError Source code

function StationError ( )

StopStation Source code

function StopStation ( )

string Source code

function interface string ( ( Controller User )

TickPowerUp Source code

function TickPowerUp ( out int UnitsAvailable, int MaxUnits, out int TargetsCurrentUnits )

Touch Source code

event Touch ( Actor Other )

UnTouch Source code

event UnTouch ( Actor Other )


Defaultproperties

defaultproperties
{
    RechargeRate=99999.000000
    TeamEnergyCost=0.000200
    DelayTime=1.000000
    TouchingHeight=55.000000
    TouchingRadius=80.000000
    StationEffectOffset=(Z=16.000000)
    StaticMesh=StaticMesh'XMPWorldItemsM.Items.Station_TD_001'
    bHidden=False
    bNoDelete=True
    bOnlyOwnerSee=False
    RemoteRole=ROLE_None
    PrePivot=(X=-20.000000)
    bTravel=False
    CollisionRadius=80.000000
    CollisionHeight=55.000000
    bCollideWorld=True
    bCanMantle=False
    bFixedRotationDir=True
}

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Creation time: Tue 27/4/2010 03:12:38.900 - Created with UnCodeX