My program doesn't have bugs. It just develops random features.

UE2:CTFFlag (UT2004)

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UT2004 Object >> Actor >> Decoration >> GameObject >> CTFFlag

Contents

Package: 
UnrealGame
Direct subclasses:
XBlueFlag, XRedFlag
This class in other games:
UT, UT2003

null

[edit] Properties

[edit] GRI

Type: GameReplicationInfo


[edit] OldHolder

Type: UnrealPawn


[edit] Team

Type: UnrealTeamInfo


[edit] TeamNum

Type: byte


[edit] Default values

Property Value
bCollideActors True
bCollideWorld True
bDynamicLight True
bFixedRotationDir True
bHidden True
bHome True
bStasis False
bStatic False
bUnlit True
Buoyancy 20.0
CollisionHeight 30.0
CollisionRadius 48.0
DrawScale 0.6
LightBrightness 220.0
LightEffect LE_QuadraticNonIncidence
LightRadius 6.0
LightSaturation 128
LightType LT_Steady
Mass 30.0
MessageClass Class'UnrealGame.CTFMessage'
NetPriority 3.0
PrePivot
Member Value
X 2.0
Y 0.0
Z 0.5
RotationRate
Member Value
Pitch 30000
Roll 30000
Style STY_Masked

[edit] Functions

[edit] Events

[edit] BaseChange

simulated event BaseChange ()

Overrides: GameObject.BaseChange


[edit] FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: GameObject.FellOutOfWorld


[edit] Landed

event Landed (Object.Vector HitNormal)

Overrides: GameObject.Landed


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: GameObject.PostBeginPlay


[edit] Other instance functions

[edit] CheckPain

function CheckPain ()


[edit] Drop

function Drop (Object.Vector newVel)

Overrides: GameObject.Drop


[edit] LogDropped

function LogDropped ()

Overrides: GameObject.LogDropped


[edit] LogReturned

function LogReturned ()

Overrides: GameObject.LogReturned


[edit] SameTeam

function bool SameTeam (Controller c)


[edit] SameTeamTouch

function SameTeamTouch (Controller c)


[edit] SetGRI

simulated function SetGRI (GameReplicationInfo NewGRI)

Overrides: Actor.SetGRI


[edit] SetHolder

function SetHolder (Controller C)

Overrides: GameObject.SetHolder


[edit] UpdateForTeam

simulated function UpdateForTeam ()


[edit] ValidHolder

function bool ValidHolder (Actor Other)

Overrides: GameObject.ValidHolder


[edit] States

[edit] Dropped

Inherits from: GameObject.Dropped

Ignores: Drop

[edit] Dropped.BeginState

event BeginState ()

Overrides: GameObject.Dropped.BeginState


[edit] Dropped.EndState

event EndState ()

Overrides: GameObject.Dropped.EndState


[edit] Dropped.PhysicsVolumeChange

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange (global)


[edit] Dropped.TakeDamage

event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Decoration.TakeDamage (global)


[edit] Dropped.Timer

event Timer ()

Overrides: GameObject.Dropped.Timer


[edit] Dropped.CheckFit

function CheckFit ()


[edit] Dropped.CheckPain

function CheckPain ()

Overrides: CheckPain (global)


[edit] Dropped.LogTaken

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


[edit] Dropped.SameTeamTouch

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)


[edit] Held

Inherits from: GameObject.Held

Ignores: SendHome, SetHolder

[edit] Held.BeginState

event BeginState ()

Overrides: GameObject.Held.BeginState


[edit] Held.Timer

event Timer ()

Overrides: Decoration.Timer (global)


[edit] Home

Inherits from: GameObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

[edit] Home.BeginState

event BeginState ()

Overrides: GameObject.Home.BeginState


[edit] Home.EndState

event EndState ()

Overrides: GameObject.Home.EndState


[edit] Home.Timer

event Timer ()

Overrides: Decoration.Timer (global)


[edit] Home.LogTaken

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


[edit] Home.SameTeamTouch

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)