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Core.Object | +-- UT2004RPG.RPGAbility | +-- DruidsRPGcvs.RPGDeathAbility
AbilityVehicleEject, DruidArtifactLoaded, DruidGhost, DruidNoWeaponDrop, DruidUltima, RPGClass
Constants Summary |
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Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient |
Variables Summary |
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Inherited Variables from UT2004RPG.RPGAbility |
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AbilityName, BotChance, CostAddPerLevel, Description, MaxLevel, StartingCost |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[7], Outer |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis |
Structures Summary |
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Inherited Structures from Core.Object |
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BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector |
Functions Summary | ||
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GenuineDeath (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel) | ||
bool | GenuinePreventDeath (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel) | |
PotentialDeathPending (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel) | ||
bool | PrePreventDeath (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel) | |
bool | PreventSever (Pawn Killed, name boneName, int Damage, class<DamageType> DamageType, int AbilityLevel) |
Inherited Functions from UT2004RPG.RPGAbility |
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AbilityIsAllowed, BotBuyChance, Cost, HandleDamage, ModifyPawn, ModifyVehicle, ModifyWeapon, OverridePickupQuery, PreventDeath, PreventSever, ScoreKill, UnModifyVehicle |
Functions Detail |
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* Called only if all GenuinePreventDeath methods return false. This intended for NoWeaponDrop. * BotFodder: More explicitly, this function should only run if player *will* die.
* Called after PotentialDeathPending. This is the last opportunity to save a player.
* 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.
* Called only if all other mutators don't prevent death. This is intended for saving a player from a vehicle.
* 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
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