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Difference between revisions of "UE2:AnotherPawn"

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m (Undo revision 10898 by Fyfe (Talk))
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__TOC__
 
__TOC__
{{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> AnotherPawn (Custom)}}
 
  
 
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 [[Open_Source/Pawn_Factory|PawnFactory]].  It holds a variable of the factory that created the pawn.
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==Code==
 
==Code==
 +
{{Infobox class
 +
| class  = AnotherPawn
 +
| custom  = yes
 +
| parent1 = Actor
 +
| parent2 = Pawn
 +
| parent3 = UnrealPawn
 +
| parent4 = xPawn
 +
}}
 
<uscript>
 
<uscript>
 
// ============================================================================
 
// ============================================================================
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==Related Topics==
 
==Related Topics==
*[[Open Source]]
 

Revision as of 17:30, 8 April 2008

A generic pawn that can be spawned by a PawnFactory. It holds a variable of the factory that created the pawn.

Properties

Visible

Pawn Factory ParentFactory 
The factory that created the pawn.

Functions

Destroyed() (simulated) 
Responsible for telling the pawns factory that is has been destroyed.

Code

UE2 xPawn >> UnrealPawn >> Pawn >> Actor >> 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