Cogito, ergo sum
Difference between revisions of "UE2:AnotherPawn"
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− | A generic pawn that can be spawned by a [[ | + | A generic pawn that can be spawned by a [[UE2:PawnFactory|PawnFactory]]. It holds a variable of the factory that created the pawn. |
==Properties== | ==Properties== | ||
===Visible=== | ===Visible=== | ||
− | ; [[ | + | ; [[UE2:PawnFactory|PawnFactory]] ParentFactory : The factory that created the pawn. |
==Functions== | ==Functions== | ||
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==Code== | ==Code== | ||
+ | {{Infobox class | ||
+ | | class = AnotherPawn | ||
+ | | custom = yes | ||
+ | | parent1 = xPawn | ||
+ | | parent2 = UnrealPawn | ||
+ | | parent3 = Pawn | ||
+ | | parent4 = Actor | ||
+ | }} | ||
<uscript> | <uscript> | ||
// ============================================================================ | // ============================================================================ | ||
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==Related Topics== | ==Related Topics== | ||
− | *[[ | + | *[[UE2:PawnFactory|PawnFactory]] |
Latest revision as of 11:49, 9 May 2008
A generic pawn that can be spawned by a PawnFactory. It holds a variable of the factory that created the pawn.
Properties[edit]
Visible[edit]
- PawnFactory ParentFactory
- The factory that created the pawn.
Functions[edit]
- Destroyed() (simulated)
- Responsible for telling the pawns factory that is has been destroyed.
Code[edit]
Actor >> Pawn >> UnrealPawn >> xPawn >> AnotherPawn (custom) |
// ============================================================================ // AnotherPawn // Copyright (c) 2006 by Andrew Fyfe <andrew@neptune-one.net> // This program is free software; you can redistribute and/or modify // it under the terms of the Lesser Open Unreal Mod License version 1.1. // // A generic pawn that can be spawned by a PawnFactory. // ============================================================================ class AnotherPawn extends xPawn abstract; // ============================================================================ // Properties // ============================================================================ var PawnFactory ParentFactory; // The factory that created the pawn. // ============================================================================ // Destroyed // ============================================================================ simulated function Destroyed() { // If we were made in a factory, tell them we're dead :( if ( ParentFactory != None ) ParentFactory.PawnDestroyed( self ); super.Destroyed(); } // ============================================================================ // Defaults // ============================================================================ DefaultProperties { }