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DruidsRPGcvs.RPGDeathAbility

Extends
RPGAbility
Modifiers
abstract

Core.Object
|   
+-- UT2004RPG.RPGAbility
   |   
   +-- DruidsRPGcvs.RPGDeathAbility

Direct Known Subclasses:

AbilityVehicleEject, DruidArtifactLoaded, DruidGhost, DruidNoWeaponDrop, DruidUltima, RPGClass

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
Inherited Variables from UT2004RPG.RPGAbility
AbilityName, BotChance, CostAddPerLevel, Description, MaxLevel, StartingCost
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
function GenuineDeath (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel)
functionbool GenuinePreventDeath (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel)
function PotentialDeathPending (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel)
functionbool PrePreventDeath (Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel)
functionbool PreventSever (Pawn Killed, name boneName, int Damage, class<DamageType> DamageType, int AbilityLevel)
Inherited Functions from UT2004RPG.RPGAbility
AbilityIsAllowed, BotBuyChance, Cost, HandleDamage, ModifyPawn, ModifyVehicle, ModifyWeapon, OverridePickupQuery, PreventDeath, PreventSever, ScoreKill, UnModifyVehicle
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Functions Detail

GenuineDeath Source code

static function GenuineDeath ( Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel )
* Called only if all GenuinePreventDeath methods return false. This intended for NoWeaponDrop. * BotFodder: More explicitly, this function should only run if player *will* die.

GenuinePreventDeath Source code

static function bool GenuinePreventDeath ( Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel )
* Called after PotentialDeathPending. This is the last opportunity to save a player.

PotentialDeathPending Source code

static function PotentialDeathPending ( 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.

PrePreventDeath Source code

static function bool PrePreventDeath ( Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel )
* Called only if all other mutators don't prevent death. This is intended for saving a player from a vehicle.

PreventSever Source code

static function bool PreventSever ( Pawn Killed, name boneName, int Damage, class<DamageType> DamageType, 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



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Creation time: Wed 7/2/2007 19:16:14.265 - Created with UnCodeX