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DeusEx.BallisticArmor

Extends
ChargedPickup

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Pickup
         |   
         +-- DeusEx.DeusExPickup
            |   
            +-- DeusEx.ChargedPickup
               |   
               +-- DeusEx.BallisticArmor

Variables Summary
Inherited Variables from DeusEx.ChargedPickup
ActivateSound, bIsActive, bOneUseOnly, ChargedIcon, ChargeRemainingLabel, DeactivateSound, LoopSound, skillNeeded
Inherited Variables from DeusEx.DeusExPickup
bBreakable, CountLabel, fragType, maxCopies, msgTooMany

Functions Summary
Inherited Functions from DeusEx.ChargedPickup
Activate, BeginState, CalcChargeDrain, ChargedPickupBegin, ChargedPickupEnd, ChargedPickupUpdate, EndState, GetCurrentCharge, IsActive, Timer, UpdateInfo, UsedUp
Inherited Functions from DeusEx.DeusExPickup
BaseChange, BreakItSmashIt, HandlePickupQuery, Landed, PlayLandingSound, UpdateBeltText, UpdateInfo, UseOnce


Defaultproperties

defaultproperties
{
     skillNeeded=Class'DeusEx.SkillEnviro'
     LoopSound=Sound'DeusExSounds.Pickup.SuitLoop'
     ChargedIcon=Texture'DeusExUI.Icons.ChargedIconArmorBallistic'
     ExpireMessage="Ballistic Armor power supply used up"
     ItemName="Ballistic Armor"
     ItemArticle="some"
     PlayerViewOffset=(X=30.000000,Z=-12.000000)
     PlayerViewMesh=LodMesh'DeusExItems.BallisticArmor'
     PickupViewMesh=LodMesh'DeusExItems.BallisticArmor'
     ThirdPersonMesh=LodMesh'DeusExItems.BallisticArmor'
     Charge=1000
     LandSound=Sound'DeusExSounds.Generic.PaperHit2'
     Icon=Texture'DeusExUI.Icons.BeltIconArmorBallistic'
     largeIcon=Texture'DeusExUI.Icons.LargeIconArmorBallistic'
     largeIconWidth=34
     largeIconHeight=49
     Description="Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage.  These polymer sheets must be charged before use; after the charge has dissipated they lose their reflexive properties and should be discarded."
     beltDescription="BAL ARMOR"
     Mesh=LodMesh'DeusExItems.BallisticArmor'
     CollisionRadius=11.500000
     CollisionHeight=13.810000
     Mass=40.000000
     Buoyancy=30.000000
}

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Creation time: Mon 8/11/2021 16:31:02.627 - Created with UnCodeX