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# Gameplay.SpeedPack

Extends
  Pack

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Pack
             |
             +-- Gameplay.SpeedPack

#### Direct Known Subclasses:

> tmodPackSpeed

Variables Summary
bool | bWarned
Material | currentOverlay
Character | user
SpeedPack
Material | activeMaterial
Material | passiveMaterial
float | passiveRefireRateScale
float | refireRateScale

Inherited Variables from Gameplay.Pack
activatingEffectName, activatingEffectStartedName, activeEffectName, activeEffectStartedName, alpha, bLocalActive, cannnotBeUsedWhileTouchingInventoryStation, chargedEffectName, deactivating, deactivatingDuration, deactivatingEffectName, deactivatingProgressedTime, durationSeconds, heldBy, localHeldBy, localPackActivatedTrigger, localPackSetChargedTrigger, packActivatedTrigger, packSetChargedTrigger, passiveEffectName, progressedActivatingTime, progressedActiveTime, progressedRechargingTime, rampUpTimeSeconds, rechargeTimeSeconds, rechargingAlpha, thirdPersonMesh

Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint

Functions Summary
|  | applyPassiveEffect (Character characterOwner))
|  | finishActiveEffect ()))
| Material | GetOverlayMaterialForOwner (int Index))
|  | OnEffectStarted (Actor inStartedEffect))
|  | removePassiveEffect (Character characterOwner))
|  | resetRefireRate ()))
|  | scaleRefireRate (float scale))
|  | startActiveEffect (Character characterOwner))

Inherited Functions from Gameplay.Pack
activate, applyPartialActiveEffect, applyPassiveEffect, beginState, canPickup, doSwitch, effectTriggered, effectUntriggered, endHeldByCharacter, endState, finishActiveEffect, GetOverlayMaterialForOwner, isInRangeOfInventoryStation, needPrompt, OnEffectInitialized, OnEffectStarted, OnEffectStopped, onTakenFromSpawnPoint, pickup, playEffect, PostNetReceive, removePassiveEffect, requestEquipmentDrop, setCharged, startActiveEffect, startApplyPartialActiveEffect, startHeldByCharacter, stopEffect, tick, TravelPreAccept

Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept

Variables Detail

#### bWarned Source code

var bool bWarned;

#### currentOverlay Source code

var Material currentOverlay;

#### user Source code

var Character user;

### SpeedPack

#### activeMaterial Source code

var(SpeedPack) Material activeMaterial;

> Overlay material, if any, to be used when pack is active

#### passiveMaterial Source code

var(SpeedPack) Material passiveMaterial;

> Overlay material, if any, to be used when pack is passive

#### passiveRefireRateScale Source code

var(SpeedPack) float passiveRefireRateScale;

> How much to scale the refire rate of all weapons when the pack is worn

#### refireRateScale Source code

var(SpeedPack) float refireRateScale;

> How much to scale the refire rate of all weapons when the pack is active

Functions Detail

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

#### finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

#### GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

#### OnEffectStarted Source code

simulated function OnEffectStarted ( Actor inStartedEffect) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

#### resetRefireRate Source code

simulated function resetRefireRate ( ) )

#### scaleRefireRate Source code

simulated function scaleRefireRate ( float scale) )

#### startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )

Defaultproperties

    defaultproperties
    {
    	refireRateScale = 2.0
    	passiveRefireRateScale = 1.3
    	rechargeTimeSeconds = 10
    	rampUpTimeSeconds = 0
    	durationSeconds = 5

    	thirdPersonMesh = StaticMesh'Packs.CloakPack'
    	StaticMesh = StaticMesh'Packs.CloakPackdropped'

    	passiveMaterial		= Material'BaseObjects.ResupplyStationLum'
    	activeMaterial		= Material'BaseObjects.ResupplyStationLum'

    	cannnotBeUsedWhileTouchingInventoryStation = true
    }

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Creation time: st 23.5.2018 00:10:34.885 - Created with UnCodeX