Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

DruidsRPGcvs.EngineerPointsInv

Extends
Inventory
Modifiers
config ( UT2004RPG )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- DruidsRPGcvs.EngineerPointsInv

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
EngineerInteractionInteraction
intMaxBuildings
intMaxTurrets
intMaxVehicles
stringNotEnoughAdrenalineMessage
stringNotEnoughPointsMessage
PlayerControllerPC
PlayerPlayer
array<int>SummonedBuildingPoints
array<Pawn>SummonedBuildings
array<int>SummonedTurretPoints
array<Pawn>SummonedTurrets
array<int>SummonedVehiclePoints
array<Pawn>SummonedVehicles
stringTooManyToSpawnMessage
intTotalBuildingPoints
intTotalTurretPoints
intTotalVehiclePoints
stringUnableToSpawnMessage
intUsedBuildingPoints
intUsedTurretPoints
intUsedVehiclePoints
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function AddInteraction ()
function Destroyed ()
functionstring GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)
functionVector GetSpawnHeight (Vector BeaconLocation)
functionrotator getSpawnRotator (Vector SpawnLocation)
function KillAllBuildings ()
function KillAllTurrets ()
function KillAllVehicles ()
function KillFirstBuilding ()
function KillFirstTurret ()
function KillFirstVehicle ()
function PostBeginPlay ()
function PostNetBeginPlay ()
function RemoveInteraction ()
functionASTurret SummonBaseSentinel (class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation)
functionVehicle SummonBuilding (class<Pawn> ChosenBuilding, int Adrenaline, int BuildingPoints, Pawn P, Vector SpawnLocation)
functionASTurret_LinkTurret SummonLinkSentinel (class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation)
functionASVehicle_Sentinel SummonSentinel (class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation)
functionASTurret SummonTurret (class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation)
functionVehicle SummonVehicle (class<Pawn> ChosenVehicle, int Adrenaline, int VehiclePoints, Pawn P, Vector SpawnLocation)
function Tick (float deltaTime)
function Timer ()
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange


Variables Detail

Interaction Source code

var EngineerInteraction Interaction;

MaxBuildings Source code

var config int MaxBuildings;

MaxTurrets Source code

var config int MaxTurrets;

MaxVehicles Source code

var config int MaxVehicles;

NotEnoughAdrenalineMessage Source code

var localized string NotEnoughAdrenalineMessage;

NotEnoughPointsMessage Source code

var localized string NotEnoughPointsMessage;

PC Source code

var PlayerController PC;

Player Source code

var Player Player;

SummonedBuildingPoints Source code

var array<int> SummonedBuildingPoints;

SummonedBuildings Source code

var array<Pawn> SummonedBuildings;

SummonedTurretPoints Source code

var array<int> SummonedTurretPoints;

SummonedTurrets Source code

var array<Pawn> SummonedTurrets;

SummonedVehiclePoints Source code

var array<int> SummonedVehiclePoints;

SummonedVehicles Source code

var array<Pawn> SummonedVehicles;

TooManyToSpawnMessage Source code

var localized string TooManyToSpawnMessage;

TotalBuildingPoints Source code

var int TotalBuildingPoints;

TotalTurretPoints Source code

var int TotalTurretPoints;

TotalVehiclePoints Source code

var int TotalVehiclePoints;

UnableToSpawnMessage Source code

var localized string UnableToSpawnMessage;

UsedBuildingPoints Source code

var int UsedBuildingPoints;

UsedTurretPoints Source code

var int UsedTurretPoints;

UsedVehiclePoints Source code

var int UsedVehiclePoints;


Functions Detail

AddInteraction Source code

simulated function AddInteraction ( )

Destroyed Source code

simulated function Destroyed ( )

GetLocalString Source code

static function string GetLocalString ( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )

GetSpawnHeight Source code

function Vector GetSpawnHeight ( Vector BeaconLocation )

getSpawnRotator Source code

function rotator getSpawnRotator ( Vector SpawnLocation )

KillAllBuildings Source code

function KillAllBuildings ( )

KillAllTurrets Source code

function KillAllTurrets ( )

KillAllVehicles Source code

function KillAllVehicles ( )

KillFirstBuilding Source code

function KillFirstBuilding ( )

KillFirstTurret Source code

function KillFirstTurret ( )

KillFirstVehicle Source code

function KillFirstVehicle ( )

PostBeginPlay Source code

function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

RemoveInteraction Source code

simulated function RemoveInteraction ( )

SummonBaseSentinel Source code

function ASTurret SummonBaseSentinel ( class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation )

SummonBuilding Source code

function Vehicle SummonBuilding ( class<Pawn> ChosenBuilding, int Adrenaline, int BuildingPoints, Pawn P, Vector SpawnLocation )

SummonLinkSentinel Source code

function ASTurret_LinkTurret SummonLinkSentinel ( class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation )

SummonSentinel Source code

function ASVehicle_Sentinel SummonSentinel ( class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation )

SummonTurret Source code

function ASTurret SummonTurret ( class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation )

SummonVehicle Source code

function Vehicle SummonVehicle ( class<Pawn> ChosenVehicle, int Adrenaline, int VehiclePoints, Pawn P, Vector SpawnLocation )

Tick Source code

simulated function Tick ( float deltaTime )

Timer Source code

function Timer ( )


Defaultproperties

defaultproperties
{
    RemoteRole=ROLE_SimulatedProxy
    NotEnoughAdrenalineMessage="You do not have enough adrenaline to summon this."
    NotEnoughPointsMessage="Insufficent points available to summon this."
    TooManyToSpawnMessage="You have summoned too many of these. You must kill one before you can summon another one."
    UnableToSpawnMessage="Unable to spawn."
    bOnlyRelevantToOwner=True
    MessageClass=Class'UnrealGame.StringMessagePlus'
    MaxTurrets=3
    MaxVehicles=2
    MaxBuildings=1
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Wed 7/2/2007 19:15:57.968 - Created with UnCodeX