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DeusEx.AutoTurret

Extends
DeusExDecoration

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- DeusEx.DeusExDecoration
         |   
         +-- DeusEx.AutoTurret

Direct Known Subclasses:

AutoTurretSmall

Variables Summary
boolbComputerReset
boolbConfused
boolbDisabled
floatbeepTime
boolbPreAlarmActiveState
boolbSwitching
floatconfusionDuration
floatconfusionTimer
ActorcurTarget
floatfireTimer
AutoTurretGungun
ActorLastTarget
intmpTurretDamage
intmpTurretRange
RotatororigRot
floatpitchLimit
ActorprevTarget
PawnsafeTarget
PawnsavedTarget
floatSwitchTime
floatTargetRefreshTime
intteam
AutoTurret
intammoAmount
boolbActive
boolbTrackPawnsOnly
boolbTrackPlayersOnly
floatfireRate
floatgunAccuracy
intgunDamage
intmaxRange
StringtitleString
Inherited Variables from DeusEx.DeusExDecoration
bCanBeBase, bExplosive, bFlammable, bFloating, bGenerateFlies, bHighlight, bInvincible, explosionDamage, explosionRadius, Flammability, flyGen, fragType, gradualHurtCounter, gradualHurtSteps, HitPoints, itemArticle, itemName, minDamageThreshold, moverTag, NextLabel, NextState, origRot, pushSoundId
Inherited Variables from Engine.Decoration
BaseEyeHeight, bBobbing, bOnlyTriggerable, bPushable, bPushSoundPlaying, bSplash, bWasCarried, content2, content3, contents, EffectWhenDestroyed, EndPushSound, numLandings, PushSound

Functions Summary
functionActor AcquireMultiplayerTarget ()))
function AlarmHeard (Name event, EAIEventState state, XAIParams params))
function Destroyed ()))
function Fire ()))
functionname GetWallMaterial (vector HitLocation, vector HitNormal))
function PlayHitSound (actor destActor, Actor hitActor))
function PostBeginPlay ()))
function PreBeginPlay ()))
function SetSafeTarget (Pawn newSafeTarget ))
function SpawnBlood (Vector HitLocation, Vector HitNormal))
function SpawnEffects (Vector HitLocation, Vector HitNormal, Actor Other))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType))
Active
function Tick (float deltaTime))
function Timer ()))
function Trigger (Actor Other, Pawn Instigator))
function UnTrigger (Actor Other, Pawn Instigator))
function UpdateSwitch ()))
Inherited Functions from DeusEx.DeusExDecoration
BaseChange, BeginPlay, BeginState, Bump, ConBindEvents, Destroyed, DropThings, EndConversation, EnterConversationState, Explode, ExtinguishFire, Frag, Frob, Landed, PostPostBeginPlay, PreBeginPlay, ResetScaleGlow, SupportActor, TakeDamage, Tick, Timer, TravelPostAccept, Trigger, ZoneChange
Inherited Functions from Engine.Decoration
BaseChange, Bump, Destroyed, Drop, FollowHolder, Frag, Landed, skinnedFrag, Timer, Trigger, ZoneChange

States Summary
Active Source code
auto state Active
TakeDamage


Variables Detail

bComputerReset Source code

var bool bComputerReset;

bConfused Source code

var bool bConfused;

bDisabled Source code

var bool bDisabled;

beepTime Source code

var float beepTime;

bPreAlarmActiveState Source code

var bool bPreAlarmActiveState;

bSwitching Source code

var bool bSwitching;

confusionDuration Source code

var float confusionDuration;

confusionTimer Source code

var float confusionTimer;

curTarget Source code

var Actor curTarget;

fireTimer Source code

var float fireTimer;

gun Source code

var AutoTurretGun gun;

LastTarget Source code

var Actor LastTarget;

mpTurretDamage Source code

var int mpTurretDamage;

mpTurretRange Source code

var int mpTurretRange;

origRot Source code

var Rotator origRot;

pitchLimit Source code

var float pitchLimit;

prevTarget Source code

var Actor prevTarget;

safeTarget Source code

var Pawn safeTarget;

savedTarget Source code

var Pawn savedTarget;

SwitchTime Source code

var float SwitchTime;

TargetRefreshTime Source code

var float TargetRefreshTime;

team Source code

var int team;

AutoTurret

ammoAmount Source code

var(AutoTurret) int ammoAmount;

bActive Source code

var(AutoTurret) bool bActive;

bTrackPawnsOnly Source code

var(AutoTurret) bool bTrackPawnsOnly;

bTrackPlayersOnly Source code

var(AutoTurret) bool bTrackPlayersOnly;

fireRate Source code

var(AutoTurret) float fireRate;

gunAccuracy Source code

var(AutoTurret) float gunAccuracy;

gunDamage Source code

var(AutoTurret) int gunDamage;

maxRange Source code

var(AutoTurret) int maxRange;

titleString Source code

var(AutoTurret) localized String titleString;


Functions Detail

AcquireMultiplayerTarget Source code

function Actor AcquireMultiplayerTarget ( ) )

AlarmHeard Source code

function AlarmHeard ( Name event, EAIEventState state, XAIParams params) )

Destroyed Source code

function Destroyed ( ) )

Fire Source code

function Fire ( ) )

GetWallMaterial Source code

function name GetWallMaterial ( vector HitLocation, vector HitNormal) )

PlayHitSound Source code

function PlayHitSound ( actor destActor, Actor hitActor) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

SetSafeTarget Source code

function SetSafeTarget ( Pawn newSafeTarget ) )

SpawnBlood Source code

function SpawnBlood ( Vector HitLocation, Vector HitNormal) )

SpawnEffects Source code

simulated function SpawnEffects ( Vector HitLocation, Vector HitNormal, Actor Other) )

TakeDamage Active Source code

function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType) )

Tick Source code

function Tick ( float deltaTime) )

Timer Source code

simulated function Timer ( ) )

Trigger Source code

function Trigger ( Actor Other, Pawn Instigator) )

UnTrigger Source code

function UnTrigger ( Actor Other, Pawn Instigator) )

UpdateSwitch Source code

function UpdateSwitch ( ) )


Defaultproperties

defaultproperties
{
     titleString="AutoTurret"
     bTrackPlayersOnly=True
     bActive=True
     maxRange=512
     fireRate=0.250000
     gunAccuracy=0.500000
     gunDamage=5
     AmmoAmount=1000
     confusionDuration=10.000000
     pitchLimit=11000.000000
     Team=-1
     mpTurretDamage=20
     mpTurretRange=1024
     HitPoints=50
     minDamageThreshold=50
     bHighlight=False
     ItemName="Turret Base"
     bPushable=False
     Physics=PHYS_None
     Mesh=LodMesh'DeusExDeco.AutoTurretBase'
     SoundRadius=48
     SoundVolume=192
     AmbientSound=Sound'DeusExSounds.Generic.AutoTurretHum'
     CollisionRadius=14.000000
     CollisionHeight=20.200001
     Mass=50.000000
     Buoyancy=10.000000
     bVisionImportant=True
}

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Creation time: Mon 8/11/2021 16:31:02.596 - Created with UnCodeX