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

UE2:CTFFlag (UT2003)

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UT2003 Object >> Actor >> Decoration >> GameObject >> CTFFlag
Package: 
UnrealGame
Direct subclasses:
XBlueFlag, XRedFlag
This class in other games:
UT, UT2004

null

Properties

GRI

Type: GameReplicationInfo


OldHolder

Type: UnrealPawn


Team

Type: UnrealTeamInfo


TeamNum

Type: byte


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 128.0
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

Functions

Events

FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: GameObject.FellOutOfWorld


Landed

event Landed (Object.Vector HitNormal)

Overrides: GameObject.Landed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: GameObject.PostBeginPlay


Other instance functions

CheckPain

function CheckPain ()


Drop

function Drop (Object.Vector newVel)

Overrides: GameObject.Drop


LogDropped

function LogDropped ()

Overrides: GameObject.LogDropped


LogReturned

function LogReturned ()

Overrides: GameObject.LogReturned


SameTeam

function bool SameTeam (Controller c)


SameTeamTouch

function SameTeamTouch (Controller c)


SetGRI

simulated function SetGRI (GameReplicationInfo NewGRI)

Overrides: Actor.SetGRI


SetHolder

function SetHolder (Controller C)

Overrides: GameObject.SetHolder


UpdateForTeam

simulated function UpdateForTeam ()


ValidHolder

function bool ValidHolder (Actor Other)

Overrides: GameObject.ValidHolder


States

Dropped

Inherits from: GameObject.Dropped

Ignores: Drop

Dropped.BeginState

event BeginState ()

Overrides: GameObject.Dropped.BeginState


Dropped.EndState

event EndState ()

Overrides: GameObject.Dropped.EndState


Dropped.PhysicsVolumeChange

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange (global)


Dropped.TakeDamage

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

Overrides: Decoration.TakeDamage (global)


Dropped.Timer

event Timer ()

Overrides: GameObject.Dropped.Timer


Dropped.CheckFit

function CheckFit ()


Dropped.CheckPain

function CheckPain ()

Overrides: CheckPain (global)


Dropped.LogTaken

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


Dropped.SameTeamTouch

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)


Held

Inherits from: GameObject.Held

Ignores: SendHome, SetHolder

Held.BeginState

event BeginState ()

Overrides: GameObject.Held.BeginState


Held.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Home

Inherits from: GameObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

Home.BeginState

event BeginState ()

Overrides: GameObject.Home.BeginState


Home.EndState

event EndState ()

Overrides: GameObject.Home.EndState


Home.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Home.LogTaken

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


Home.SameTeamTouch

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)