- Extends
- ASTurret
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- UT2k4Assault.ASVehicle
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+-- UT2k4Assault.ASTurret
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+-- UT2k4AssaultFull.ASTurret_LinkTurret
Inherited Variables from UT2k4Assault.ASTurret |
bZooming, CamAbsLocation, CamDistance, CamRelLocation, CamRotationInertia, DesiredPlayerFOV, EntryTriggers, LastCamRot, LastTimeSeconds, MinPlayerFOV, ObjectiveTag[6], OldFOV, OriginalRotation, PitchAccel, RotationInertia, RotationSpeed, RotPitchConstraint, TurretBase, TurretBaseClass, TurretSwivel, TurretSwivelClass, WeaponInfoTexture, YawAccel, ZoomSpeed, ZoomTick, ZoomTickTex, ZoomWeaponOffsetAdjust |
Inherited Variables from UT2k4Assault.ASVehicle |
bCHZeroYOffset, bCustomHealthDisplay, BotError, CrosshairHitFeedbackTex, CrosshairScale, DamLastDamageTime, DamLastInstigator, DebugFX, DefaultCrosshair, DefaultWeaponClassName, DestroyPrevController, ExplosionEffect, LastCalcHA, LastCalcHL, LastCalcHN, LastCalcWeaponFire, LockedOnSound, OldTarget, VehicleProjSpawnOffset |
Functions Summary |
| | AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
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| bool | CheckRecharge ()
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| | DoShieldEffect (vector HitLocation, vector HitNormal)
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| | DrawHealthInfo (Canvas C, PlayerController PC)
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| | DrawVehicleHUD (Canvas C, PlayerController PC)
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| | DrawWeaponInfo (Canvas C, HUD H)
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| vector | FPVAdjustBeamStart ()
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| | PlayFiring (optional float Rate, optional name FiringMode)
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| | PossessedBy (Controller C)
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| | PostZoomAdjust (float ZoomPct)
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| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| | StaticPrecache (LevelInfo L)
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
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| | Tick (float DeltaTime)
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| | UpdateLinkColor (LinkAttachment.ELinkColor Color)
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| | UpdatePrecacheMaterials ()
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| | UpdatePrecacheStaticMeshes ()
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| | UseEnergy (int Amount)
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Inherited Functions from UT2k4Assault.ASTurret |
BotDesireability, ClientKDriverEnter, Destroyed, DrawCrosshair, DrawHealthInfo, Explode, GetViewRotation, HasAmmo, NextWeapon, PerformTrace, PlayFiring, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostZoomAdjust, PrevWeapon, RawInput, RecommendLongRangedAttack, ServerSwitchTurret, SpecialCalcFirstPersonView, SpecialCalcView, StaticPrecache, StronglyRecommended, UpdatePrecacheMaterials, UpdateRocketAcceleration |
Inherited Functions from UT2k4Assault.ASVehicle |
AddDefaultInventory, AnimEnd, BaseChange, BeginState, CalcInertia, CalcWeaponFire, ChangeAnimation, ClientDying, ClientKDriverEnter, ClientKDriverLeave, Destroyed, Died, DrawCrosshair, DrawCrosshairAlignment, DrawEnemyName, DrawHealthInfo, DrawHUD, DrawVehicleHUD, DrawWeaponInfo, DriverDied, Explode, FellOutOfWorld, GetBotError, GetCrosshairWorldLocation, GetFireStart, GetWeaponBoneFor, KDriverLeave, Landed, LandThump, LieStill, NotifyEnemyLockedOn, PerformTrace, PlayDying, PlayFiring, PlayHit, PlayNextAnimation, PlayTakeHit, PlayWeaponSwitch, PossessedBy, PostBeginPlay, ProcessMove, ReduceCylinder, SpecialDrawCrosshair, StaticPrecache, StopPlayFiring, StopWeaponFiring, TakeDamage, Tick, Timer, UnPossessed, UpdatePrecacheMaterials, UpdateRocketAcceleration, VehicleSwitchView, WeaponHitsCrosshairsHL |
var float Energy;
GenericShieldEffect[2] Source code
var class<
Actor> GenericShieldEffect[
2];
var float LastEnergyUse;
var float NextShieldTime;
var float OldEnergy;
var float RechargeSpeed;
var float RechargeWait;
simulated function bool CheckRecharge ( )
function DoShieldEffect (
vector HitLocation,
vector HitNormal )
simulated function DrawWeaponInfo (
Canvas C,
HUD H )
simulated function vector FPVAdjustBeamStart ( )
simulated function PlayFiring ( optional float Rate, optional name FiringMode )
simulated function PostZoomAdjust ( float ZoomPct )
simulated function bool SpecialCalcView (
out actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation )
static function StaticPrecache (
LevelInfo L )
simulated function Tick ( float DeltaTime )
UpdatePrecacheMaterials Source code
simulated function UpdatePrecacheMaterials ( )
UpdatePrecacheStaticMeshes Source code
simulated function UpdatePrecacheStaticMeshes ( )
function UseEnergy ( int Amount )
defaultproperties
{
Energy=1500.000000
GenericShieldEffect(0)=Class'UT2k4AssaultFull.FX_SpaceFighter_Shield_Red'
GenericShieldEffect(1)=Class'UT2k4AssaultFull.FX_SpaceFighter_Shield'
RechargeWait=4.000000
RechargeSpeed=10.000000
TurretBaseClass=Class'UT2k4AssaultFull.ASTurret_LinkTurret_Base'
TurretSwivelClass=Class'UT2k4AssaultFull.ASTurret_LinkTurret_Swivel'
RotationInertia=0.500000
RotPitchConstraint=(Min=8000.000000,Max=5000.000000)
RotationSpeed=5.000000
CamRelLocation=(X=250.000000,Z=150.000000)
CamDistance=(Z=0.000000)
ZoomWeaponOffsetAdjust=275.000000
WeaponInfoTexture=Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Solid_Skaarj'
DefaultWeaponClassName="UT2k4AssaultFull.Weapon_LinkTurret"
VehicleProjSpawnOffset=(X=220.000000,Y=0.000000,Z=15.000000)
bCHZeroYOffset=False
bRelativeExitPos=False
bHideRemoteDriver=True
AutoTurretControllerClass=Class'UT2k4AssaultFull.LinkTurretController'
DriveAnim="Biggun_Aimed"
VehiclePositionString="manning a Link Turret"
VehicleNameString="Link Turret"
HealthMax=400.000000
Health=400
Mesh=SkeletalMesh'AS_VehiclesFull_M.LinkBody'
DrawScale=0.300000
CollisionHeight=116.000000
bNetNotify=True
}
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Creation time: Wed 7/2/2007 19:15:51.265 - Created with
UnCodeX