Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 |
class RPGDeathAbility extends RPGAbility abstract; /** * Called only if all other mutators don't prevent death. This is intended for saving a player from a vehicle. */ static function bool PrePreventDeath(Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel); /** * Called only if all PrePreventDeath methods return false. This intended for Ultima. * BotFodder: In other words, the player died but we don't care if they are saved later. */ static function PotentialDeathPending(Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel); /** * Called after PotentialDeathPending. This is the last opportunity to save a player. */ static function bool GenuinePreventDeath(Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel); /** * You should return true here anytime you will be returning true to * GenuinePreventDeath() or PrePreventDeath(), as otherwise you will * have live pawns running around with no head and other amusing but * gameplay-damaging phenomenon. -- Mysterial */ static function bool PreventSever(Pawn Killed, name boneName, int Damage, class<DamageType> DamageType, int AbilityLevel) { return false; } /** * Called only if all GenuinePreventDeath methods return false. This intended for NoWeaponDrop. * BotFodder: More explicitly, this function should only run if player *will* die. */ static function GenuineDeath(Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel); |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |