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DeusEx.DeusExMover

Extends
Mover

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Mover
         |   
         +-- DeusEx.DeusExMover

Direct Known Subclasses:

BreakableGlass, BreakableWall

Variables Summary
boolbDestroyed
boolbPicking
LockpickcurPick
floatLastTickTime
stringmsgAlreadyUnlocked
stringmsgKeyLocked
stringmsgKeyUnlocked
stringmsgLocked
stringmsgLockpickSuccess
stringmsgNoNanoKey
stringmsgOneWayFail
stringmsgPicking
intnumPicks
DeusExPlayerpickPlayer
floatpickTime
floatpickValue
floatTicksPerPick
floatTicksSinceLastPick
DeusExMover
boolbBreakable
boolbDrawExplosion
boolbFragmentTranslucent
boolbFragmentUnlit
boolbFrobbable
boolbHighlight
boolbInitialLocked
boolbIsDoor
boolbLocked
boolbOneWay
boolbPickable
floatdoorStrength
soundExplodeSound1
soundExplodeSound2
class<Fragment>FragmentClass
floatFragmentScale
intFragmentSpread
textureFragmentTexture
floatinitiallockStrength
nameKeyIDNeeded
floatlockStrength
intminDamageThreshold
intNumFragments
floatTimeSinceReset
floatTimeToReset
Inherited Variables from Engine.Mover
BasePos, BaseRot, bClientPause, bDamageTriggered, bDelaying, bDynamicLightMover, bOpening, bPlayerOnly, BrushRaytraceKey, bSlave, bTriggerOnceOnly, BumpEvent, BumpType, bUseTriggered, ClientUpdate, ClosedSound, ClosingSound, DamageThreshold, DelayTime, EncroachDamage, Follower, KeyNum, KeyPos[8], KeyRot[8], Leader, MoveAmbientSound, MoverEncroachType, MoverGlideType, MoveTime, myMarker, NumKeys, numTriggerEvents, OldPos, OldPrePivot, OldRot, OpenedSound, OpeningSound, OtherTime, PlayerBumpEvent, PrevKeyNum, RealPosition, RealRotation, RecommendedTrigger, ReturnGroup, SavedPos, SavedRot, SavedTrigger, SimInterpolate, SimOldPos, SimOldRotPitch, SimOldRotRoll, SimOldRotYaw, StayOpenTime, TriggerActor, TriggerActor2, WaitingPawn, WorldRaytraceKey
Inherited Variables from Engine.Brush
bColored, BrushColor, CsgOper, MainScale, PolyFlags, PostPivot, PostScale, TempScale, UnusedLightMesh

Enumerations Summary
Inherited Enumerations from Engine.Mover
EBumpType, EMoverEncroachType, EMoverGlideType
Inherited Enumerations from Engine.Brush
ECsgOper

Functions Summary
function BlowItUp (Pawn instigatedBy))
function ComputeMovementArea (out vector center, out vector area))
function DoOpen ()))
function DropThings ()))
function FinishNotify ()))
function Frob (Actor Frobber, Inventory frobWith))
function PostBeginPlay ()))
function StopPicking ()))
function SupportActor (Actor standingActor))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function Tick (float deltaTime))
function Timer ()))
function Trigger (actor Other, pawn EventInstigator ))
TriggerControl
function Trigger (actor Other, pawn EventInstigator ))
TriggerOpenTimed
function Trigger (actor Other, pawn EventInstigator ))
TriggerPound
function Trigger (actor Other, pawn EventInstigator ))
TriggerToggle
Inherited Functions from Engine.Mover
Attach, BeginEvent, BeginPlay, BeginState, Bump, DoClose, DoOpen, EncroachingOn, EndEvent, FindTriggerActor, FinishedClosing, FinishedOpening, FinishNotify, HandleDoor, HandleTriggerDoor, InterpolateEnd, InterpolateTo, MakeGroupReturn, MakeGroupStop, PostBeginPlay, SetKeyframe, SpecialHandling, TakeDamage, Timer, Trigger, UnTrigger

States Summary
TriggerControl Source code
state TriggerControl
Trigger
TriggerOpenTimed Source code
state TriggerOpenTimed
Trigger
TriggerPound Source code
state TriggerPound
Trigger
TriggerToggle Source code
state TriggerToggle
Trigger


Variables Detail

bDestroyed Source code

var bool bDestroyed;

bPicking Source code

var bool bPicking;

curPick Source code

var Lockpick curPick;

LastTickTime Source code

var float LastTickTime;

msgAlreadyUnlocked Source code

var localized string msgAlreadyUnlocked;

msgKeyLocked Source code

var localized string msgKeyLocked;

msgKeyUnlocked Source code

var localized string msgKeyUnlocked;

msgLocked Source code

var localized string msgLocked;

msgLockpickSuccess Source code

var localized string msgLockpickSuccess;

msgNoNanoKey Source code

var localized string msgNoNanoKey;

msgOneWayFail Source code

var localized string msgOneWayFail;

msgPicking Source code

var localized string msgPicking;

numPicks Source code

var int numPicks;

pickPlayer Source code

var DeusExPlayer pickPlayer;

pickTime Source code

var float pickTime;

pickValue Source code

var float pickValue;

TicksPerPick Source code

var float TicksPerPick;

TicksSinceLastPick Source code

var float TicksSinceLastPick;

DeusExMover

bBreakable Source code

var(DeusExMover) bool bBreakable;

bDrawExplosion Source code

var(DeusExMover) bool bDrawExplosion;

bFragmentTranslucent Source code

var(DeusExMover) bool bFragmentTranslucent;

bFragmentUnlit Source code

var(DeusExMover) bool bFragmentUnlit;

bFrobbable Source code

var(DeusExMover) bool bFrobbable;

bHighlight Source code

var(DeusExMover) bool bHighlight;

bInitialLocked Source code

var(DeusExMover) bool bInitialLocked;

bIsDoor Source code

var(DeusExMover) bool bIsDoor;

bLocked Source code

var(DeusExMover) bool bLocked;

bOneWay Source code

var(DeusExMover) bool bOneWay;

bPickable Source code

var(DeusExMover) bool bPickable;

doorStrength Source code

var(DeusExMover) float doorStrength;

ExplodeSound1 Source code

var(DeusExMover) sound ExplodeSound1;

ExplodeSound2 Source code

var(DeusExMover) sound ExplodeSound2;

FragmentClass Source code

var(DeusExMover) class<Fragment> FragmentClass;

FragmentScale Source code

var(DeusExMover) float FragmentScale;

FragmentSpread Source code

var(DeusExMover) int FragmentSpread;

FragmentTexture Source code

var(DeusExMover) texture FragmentTexture;

initiallockStrength Source code

var(DeusExMover) float initiallockStrength;

KeyIDNeeded Source code

var(DeusExMover) name KeyIDNeeded;

lockStrength Source code

var(DeusExMover) float lockStrength;

minDamageThreshold Source code

var(DeusExMover) int minDamageThreshold;

NumFragments Source code

var(DeusExMover) int NumFragments;

TimeSinceReset Source code

var(DeusExMover) float TimeSinceReset;

TimeToReset Source code

var(DeusExMover) float TimeToReset;


Functions Detail

BlowItUp Source code

function BlowItUp ( Pawn instigatedBy) )

ComputeMovementArea Source code

function ComputeMovementArea ( out vector center, out vector area) )

DoOpen Source code

function DoOpen ( ) )

DropThings Source code

function DropThings ( ) )

FinishNotify Source code

function FinishNotify ( ) )

Frob Source code

function Frob ( Actor Frobber, Inventory frobWith) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

StopPicking Source code

function StopPicking ( ) )

SupportActor Source code

singular function SupportActor ( Actor standingActor) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

Tick Source code

function Tick ( float deltaTime) )

Timer Source code

function Timer ( ) )

Trigger TriggerControl Source code

function Trigger ( actor Other, pawn EventInstigator ) )

Trigger TriggerOpenTimed Source code

function Trigger ( actor Other, pawn EventInstigator ) )

Trigger TriggerPound Source code

function Trigger ( actor Other, pawn EventInstigator ) )

Trigger TriggerToggle Source code

function Trigger ( actor Other, pawn EventInstigator ) )


Defaultproperties

defaultproperties
{
     bPickable=True
     lockStrength=0.200000
     doorStrength=0.250000
     bHighlight=True
     bFrobbable=True
     pickTime=4.000000
     minDamageThreshold=10
     NumFragments=16
     FragmentScale=2.000000
     FragmentSpread=32
     FragmentClass=Class'DeusEx.WoodFragment'
     ExplodeSound1=Sound'DeusExSounds.Generic.WoodBreakSmall'
     ExplodeSound2=Sound'DeusExSounds.Generic.WoodBreakLarge'
     TimeToReset=28.000000
     msgKeyLocked="Your NanoKey Ring locked it"
     msgKeyUnlocked="Your NanoKey Ring unlocked it"
     msgLockpickSuccess="You picked the lock"
     msgOneWayFail="It won't open from this side"
     msgLocked="It's locked"
     msgPicking="Picking the lock..."
     msgAlreadyUnlocked="It's already unlocked"
     msgNoNanoKey="Your NanoKey Ring doesn't have the right code"
     MoverEncroachType=ME_StopWhenEncroach
     BumpType=BT_PawnBump
     bBlockSight=True
     InitialState=TriggerToggle
     bDirectional=True
}

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Creation time: Mon 8/11/2021 16:31:05.765 - Created with UnCodeX