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KFMod.KFWeaponPickup

Extends
WeaponPickup
Modifiers
placeable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pickup
      |   
      +-- Engine.WeaponPickup
         |   
         +-- KFMod.KFWeaponPickup

Direct Known Subclasses:

AA12Pickup, AK47Pickup, AxePickup, BatPickup, BenelliPickup, BlowerThrowerPickup, BoomStickPickup, BullpupPickup, ChainsawPickup, ClaymoreSwordPickup, CrossbowPickup, CrossbuzzsawPickup, DeaglePickup, Dual44MagnumPickup, DualDeaglePickup, DualFlareRevolverPickup, DualiesPickup, DualMK23Pickup, DwarfAxePickup, FlameThrowerPickup, FlareRevolverPickup, FNFAL_ACOG_Pickup, HuskGunPickup, KatanaPickup, KnifePickup, KSGPickup, LAWPickup, M14EBRPickup, M32Pickup, M4Pickup, M79Pickup, M99Pickup, MAC10Pickup, MachetePickup, MachinePistolPickup, Magnum44Pickup, MedicGunPickup, MK23Pickup, MKb42Pickup, NailGunPickup, PipeBombPickup, Potato, SCARMK17Pickup, ScythePickup, SealSquealPickup, SeekerSixPickup, ShotgunPickup, SinglePickup, SPGrenadePickup, SPShotgunPickup, SPSniperPickup, SPThompsonPickup, SyringePickup, ThompsonDrumPickup, ThompsonPickup, TrenchgunPickup, WelderPickup, WinchesterPickup, ZEDGunPickup, ZEDMKIIPickup

Variables Summary
intAmmoCost
stringAmmoItemName
staticMeshAmmoMesh
boolbBlobShadow
boolbPreviouslyDropped
intBuyClipSize
byteCorrespondingPerkIndex
intCost
stringDescription
PlayerControllerDroppedBy
byteEquipmentCategoryID
stringItemName
stringItemShortName
floatLastCantCarryTime
intMagAmmoRemaining
KFRandomItemSpawnMySpawner
ShadowProjectorPlayerShadow
intPowerValue
class<KFWeaponPickup>PrimaryWeaponPickup
intRangeValue
stringSecondaryAmmoShortName
intSellValue
ProjectorShadow
intSpeedValue
array<class<Pickup>>VariantClasses
KFWeaponPickup
boolbNoRespawn
boolbNoShadows
boolbOnePickupOnly
floatWeight
WeaponPickup
floatLockerOffset
vectorStandUp
Inherited Variables from Engine.WeaponPickup
AmmoAmount[2], bThrown, bWeaponStay
Inherited Variables from Engine.Pickup
bAmbientGlow, bDropped, bExcludeFromNavigation, bInstantRespawn, bOnlyReplicateHidden, bPredictRespawns, InventoryType, MaxDesireability, MyMarker, PickUpBase, PickupCache, PickupForce, PickupMessage, PickupSound, RespawnEffectTime, RespawnTime, TeamOwner[4]

Functions Summary
function BeginState ()))
FadeOut
function BeginState ()))
FallingPickup
function BeginState ()))
pickup
function BeginState ()))
Sleeping
functionfloat BotDesireability (pawn Bot ))
functionbool CheckCanCarry (KFHumanPawn Hm))
event ClientTrigger ()))
function Destroyed ()))
function EndState ()))
Sleeping
function InitDroppedPickupFor (Inventory Inv))
functionbool PlayerSeezMe ()))
Sleeping
function PostNetBeginPlay ()))
functionbool ReadyToPickup (float MaxWait))
Sleeping
function RespawnEffect ()))
function StartSleeping ()))
Sleeping
function Tick (float DeltaTime))
FadeOut
function Timer ()))
FallingPickup
function Touch (actor Other ))
FadeOut
function Touch (Actor Other))
FallingPickup
function Touch (Actor Other))
pickup
Inherited Functions from Engine.WeaponPickup
AllowRepeatPickup, BotDesireability, DetourWeight, GetRespawnTime, InitDroppedPickupFor, PostBeginPlay, Reset, SetWeaponStay, StartSleeping, UpdateHUD, ValidTouch
Inherited Functions from Engine.Pickup
AddToNavigation, AnnouncePickup, BeginState, BotDesireability, CheckTouching, Destroyed, DetourWeight, EndState, GetHumanReadableName, GetLocalString, GetRespawnTime, InitDroppedPickupFor, IsSuperItem, Landed, MatchStarting, ReadyToPickup, RemoveFromNavigation, Reset, RespawnEffect, SetRespawn, SpawnCopy, StartSleeping, StaticPrecache, Tick, Timer, Touch, Transmogrify, UpdateHUD, ValidTouch

States Summary
FadeOut Source code
state FadeOut
BeginState, Tick, Touch
FallingPickup Source code
state FallingPickup
BeginState, Timer, Touch
pickup Source code
auto state pickup
BeginState, Touch
Sleeping Source code
state Sleeping
BeginState, EndState, PlayerSeezMe, ReadyToPickup, StartSleeping


Variables Detail

AmmoCost Source code

var int AmmoCost;

AmmoItemName Source code

var string AmmoItemName;

AmmoMesh Source code

var staticMesh AmmoMesh;

bBlobShadow Source code

var globalconfig bool bBlobShadow;

bPreviouslyDropped Source code

var bool bPreviouslyDropped;

BuyClipSize Source code

var int BuyClipSize;

CorrespondingPerkIndex Source code

var byte CorrespondingPerkIndex;

Cost Source code

var int Cost;

Description Source code

var string Description;

DroppedBy Source code

var PlayerController DroppedBy;

EquipmentCategoryID Source code

var byte EquipmentCategoryID;

ItemName Source code

var localized string ItemName;

ItemShortName Source code

var localized string ItemShortName;

LastCantCarryTime Source code

var float LastCantCarryTime;

MagAmmoRemaining Source code

var int MagAmmoRemaining;

MySpawner Source code

var KFRandomItemSpawn MySpawner;

PlayerShadow Source code

var ShadowProjector PlayerShadow;

PowerValue Source code

var int PowerValue;

PrimaryWeaponPickup Source code

var class<KFWeaponPickup> PrimaryWeaponPickup;

RangeValue Source code

var int RangeValue;

SecondaryAmmoShortName Source code

var localized string SecondaryAmmoShortName;

SellValue Source code

var int SellValue;

Shadow Source code

var Projector Shadow;

SpeedValue Source code

var int SpeedValue;

VariantClasses Source code

var array<class<Pickup>> VariantClasses;

KFWeaponPickup

bNoRespawn Source code

var(KFWeaponPickup) bool bNoRespawn;

bNoShadows Source code

var(KFWeaponPickup) bool bNoShadows;

bOnePickupOnly Source code

var(KFWeaponPickup) bool bOnePickupOnly;

Weight Source code

var(KFWeaponPickup) float Weight;

WeaponPickup

LockerOffset Source code

var(WeaponPickup) float LockerOffset;

StandUp Source code

var(WeaponPickup) vector StandUp;


Functions Detail

BeginState FadeOut Source code

function BeginState ( ) )

BeginState FallingPickup Source code

function BeginState ( ) )

BeginState pickup Source code

function BeginState ( ) )

BeginState Sleeping Source code

function BeginState ( ) )

BotDesireability Source code

function float BotDesireability ( pawn Bot ) )

CheckCanCarry Source code

function bool CheckCanCarry ( KFHumanPawn Hm) )

ClientTrigger Source code

simulated event ClientTrigger ( ) )

Destroyed Source code

function Destroyed ( ) )

EndState Sleeping Source code

function EndState ( ) )

InitDroppedPickupFor Source code

function InitDroppedPickupFor ( Inventory Inv) )

PlayerSeezMe Sleeping Source code

function bool PlayerSeezMe ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

ReadyToPickup Sleeping Source code

function bool ReadyToPickup ( float MaxWait) )

RespawnEffect Source code

function RespawnEffect ( ) )

StartSleeping Sleeping Source code

function StartSleeping ( ) )

Tick FadeOut Source code

function Tick ( float DeltaTime) )

Timer FallingPickup Source code

function Timer ( ) )

Touch FadeOut Source code

function Touch ( actor Other ) )

Touch FallingPickup Source code

function Touch ( Actor Other) )

Touch pickup Source code

function Touch ( Actor Other) )


Defaultproperties

defaultproperties
{
     LockerOffset=35.000000
     Weight=10.000000
     cost=2000
     AmmoCost=20
     Description="I AM A DEFAULT DESCRIPTION! KILL ME NOW!"
     ItemName="DULL ITEMNAME!!!! KILL KILL KILL!!!!"
     AmmoItemName="SHOOT THE DEVS! LAZY SODS DESERVE TO DIE!!!!!"
     bNoShadows=True
     SellValue=-1
     bWeaponStay=False
     MaxDesireability=0.780000
     bOnlyReplicateHidden=False
     bAmbientGlow=False
     RespawnTime=100.000000
     PickupSound=Sound'KF_BullpupSnd.Bullpup_Pickup'
     DrawType=DT_StaticMesh
     Physics=PHYS_Falling
     AmbientGlow=40
     UV2Texture=FadeColor'PatchTex.Common.PickupOverlay'
     TransientSoundVolume=100.000000
     CollisionRadius=20.000000
     CollisionHeight=15.000000
     bFixedRotationDir=False
     RotationRate=(Yaw=0)
     DesiredRotation=(Yaw=0)
     MessageClass=Class'UnrealGame.PickupMessagePlus'
}

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Creation time: Fri 13-10-2023 03:18:47.885 - Created with UnCodeX