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Onslaught.ONSStationaryWeaponPawn

Extends
ONSWeaponPawn
Modifiers
abstract placeable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Onslaught.ONSWeaponPawn
            |   
            +-- Onslaught.ONSStationaryWeaponPawn

Direct Known Subclasses:

ONSManualGunPawn

Constants Summary
Inherited Contants from Onslaught.ONSWeaponPawn
FilterFrames

Variables Summary
boolbPowered
class<Emitter>DestructionEffectClass
floatRespawnTime
Inherited Variables from Onslaught.ONSWeaponPawn
AltFireImpulse, bCustomAiming, bHasAltFire, bHasAltFireImpulse, bHasFireImpulse, bHasOwnHealth, bHistoryWarmup, CameraBone, CameraHistory[FilterFrames], CrosshairColor, CrosshairTexture, CrosshairX, CrosshairY, CustomAim, DebugInfo, DestroyEffectClass, FireImpulse, Gun, GunClass, GunnerPos, GunnerRot, NextHistorySlot, PitchAccel, VehicleBase, YawAccel
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale

Structures Summary
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AltFire (optional float F)
function BeginState ()
Dead
function CheckSuperBerserk ()
function ClientKDriverLeave (PlayerController PC)
event ClientTrigger ()
function ClientVehicleCeaseFire (bool bWasAltFire)
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
function EndState ()
Dead
functionbool IndependentVehicle ()
function PostBeginPlay ()
function PostNetReceive ()
function Reset ()
function SetTeamNum (byte T)
function SetTeamNum (byte T)
Dead
event TeamChanged ()
function Timer ()
Dead
functionbool TryToDrive (Pawn P)
function UpdatePrecacheMaterials ()
event VehicleLocked (Pawn P)
Inherited Functions from Onslaught.ONSWeaponPawn
AltFire, ApplyFireImpulse, AttachDriver, AttachFlag, AttachToVehicle, BaseChange, BeginPlay, CanAttack, ChargeBar, ChooseFireAt, ClientKDriverEnter, ClientKDriverLeave, ClientVehicleCeaseFire, Destroyed, DetachDriver, Died, DisplayDebug, DrawHUD, DriverDied, EncroachedBy, Fire, FireOnRelease, GetAimTarget, GetCameraLocationStart, GetMoveTargetFor, GetVehicleBase, HasUDamage, HasWeapon, IndependentVehicle, IsFiring, KDriverEnter, KDriverLeave, LimitPitch, NeedToTurn, PlaceExitingDriver, PossessedBy, PostNetBeginPlay, PostNetReceive, ProjectilePostRender2D, RefireRate, ServerChangeDriverPosition, SetTeamNum, SpecialCalcFirstPersonView, StaticPrecache, SwitchWeapon, TakeDamage, TeamChanged, TeamLink, TooCloseToAttack, TryToDrive, UpdateRocketAcceleration, VehicleCeaseFire
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock

States Summary
Dead Source code
state Dead
BeginState, EndState, SetTeamNum, Timer


Variables Detail

bPowered Source code

var bool bPowered;

DestructionEffectClass Source code

var class<Emitter> DestructionEffectClass;

RespawnTime Source code

var float RespawnTime;


Functions Detail

AltFire Source code

function AltFire ( optional float F )

BeginState Dead Source code

function BeginState ( )

CheckSuperBerserk Source code

function CheckSuperBerserk ( )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC )

ClientTrigger Source code

simulated event ClientTrigger ( )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation )

EndState Dead Source code

function EndState ( )

IndependentVehicle Source code

simulated function bool IndependentVehicle ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetReceive Source code

simulated function PostNetReceive ( )

Reset Source code

function Reset ( )

SetTeamNum Source code

function SetTeamNum ( byte T )

SetTeamNum Dead Source code

function SetTeamNum ( byte T )

TeamChanged Source code

simulated event TeamChanged ( )

Timer Dead Source code

function Timer ( )

TryToDrive Source code

function bool TryToDrive ( Pawn P )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )

VehicleLocked Source code

event VehicleLocked ( Pawn P )


Defaultproperties

defaultproperties
{
     RespawnTime=30.000000
     DestructionEffectClass=Class'Onslaught.ONSVehicleExplosionEffect'
     bHasOwnHealth=True
     bHasAltFire=False
     bDefensive=True
     bTeamLocked=True
     bDesiredBehindView=False
     AutoTurretControllerClass=Class'Onslaught.ONSTurretController'
     ExitPositions(0)=(X=-150.000000,Z=50.000000)
     ExitPositions(1)=(X=-100.000000,Y=150.000000,Z=50.000000)
     ExitPositions(2)=(X=-100.000000,Y=-150.000000,Z=50.000000)
     ExitPositions(3)=(X=-50.000000,Y=150.000000,Z=50.000000)
     ExitPositions(4)=(X=-50.000000,Y=-150.000000,Z=50.000000)
     VehiclePositionString="manning a turret"
     VehicleNameString="Energy Turret"
     TeamBeaconTexture=Texture'ONSInterface-TX.HealthBar'
     NoEntryTexture=Texture'HUDContent.Generic.NoEntry'
     TeamBeaconBorderMaterial=Texture'InterfaceContent.Menu.BorderBoxD'
     DrawType=DT_Mesh
     bHidden=True
     bStasis=False
     bCollideActors=True
     bBlockActors=True
     bProjTarget=True
     bBlockZeroExtentTraces=True
     bBlockNonZeroExtentTraces=True
     bBlockKarma=True
     bNetNotify=False
}

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Creation time: Wed 7/2/2007 19:16:11.437 - Created with UnCodeX