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

Difference between revisions of "UE2:AnotherPawn"

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m (updated due to changes to class infobox)
 
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__TOC__
 
__TOC__
  
A generic pawn that can be spawned by a [[Open_Source/Pawn_Factory|PawnFactory]].  It holds a variable of the factory that created the pawn.
+
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===
; [[Open_Source/Pawn_Factory| Pawn Factory]] ParentFactory : The factory that created the pawn.
+
; [[UE2:PawnFactory|PawnFactory]] ParentFactory : The factory that created the pawn.
  
 
==Functions==
 
==Functions==
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| class  = AnotherPawn
 
| class  = AnotherPawn
 
| custom  = yes
 
| custom  = yes
| parent1 = Actor
+
| parent1 = xPawn
| parent2 = Pawn
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| parent2 = UnrealPawn
| parent3 = UnrealPawn
+
| parent3 = Pawn
| parent4 = xPawn
+
| 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]

UE2 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
{
}

Related Topics[edit]