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# Gameplay.DeployedRepairer

Extends
  BaseDevice
Modifiers
  implements IRepairClient

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.BaseDevice
                |
                +-- Gameplay.DeployedRepairer

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
Vector | backPortLeft
Vector | backPortRight
Vector | frontPortLeft
Vector | frontPortRight
RepairRadius | rr
DeployedRepairer
float | accumulationScale
float | radius
float | repairRate
float | selfRepairRate
string | socketBackLeft
string | socketBackRight
string | socketFrontLeft
string | socketFrontRight

Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | beginRepair (Rook r))
| bool | canRepair (Rook r))
|  | Destroyed ()))
|  | endRepair (Rook r))
| Pawn | getFXOriginActor ()))
| Vector | getFXTendrilOrigin (Vector targetPos))
| Vector | getFXTendrilTarget (Actor target))
| float | getRepairRadius ()))
|  | initRepairRadius ()))
|  | onTendrilCreate (RepairTendril t))
|  | PostBeginPlay ()))
|  | Tick (float Delta))

Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

Variables Detail

#### backPortLeft Source code

var Vector backPortLeft;

#### backPortRight Source code

var Vector backPortRight;

#### frontPortLeft Source code

var Vector frontPortLeft;

#### frontPortRight Source code

var Vector frontPortRight;

#### rr Source code

var RepairRadius rr;

### DeployedRepairer

#### accumulationScale Source code

var(DeployedRepairer) float accumulationScale;

#### radius Source code

var(DeployedRepairer) float radius;

#### repairRate Source code

var(DeployedRepairer) float repairRate;

#### selfRepairRate Source code

var(DeployedRepairer) float selfRepairRate;

#### socketBackLeft Source code

var(DeployedRepairer) string socketBackLeft;

#### socketBackRight Source code

var(DeployedRepairer) string socketBackRight;

#### socketFrontLeft Source code

var(DeployedRepairer) string socketFrontLeft;

#### socketFrontRight Source code

var(DeployedRepairer) string socketFrontRight;

Functions Detail

#### beginRepair Source code

simulated function beginRepair ( Rook r) )

#### canRepair Source code

simulated function bool canRepair ( Rook r) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### endRepair Source code

simulated function endRepair ( Rook r) )

#### getFXOriginActor Source code

simulated function Pawn getFXOriginActor ( ) )

#### getFXTendrilOrigin Source code

simulated function Vector getFXTendrilOrigin ( Vector targetPos) )

#### getFXTendrilTarget Source code

simulated function Vector getFXTendrilTarget ( Actor target) )

#### getRepairRadius Source code

simulated function float getRepairRadius ( ) )

#### initRepairRadius Source code

simulated function initRepairRadius ( ) )

#### onTendrilCreate Source code

simulated function onTendrilCreate ( RepairTendril t) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### Tick Source code

simulated function Tick ( float Delta) )

Defaultproperties

    defaultproperties
    {
    	bWasDeployed = true
    	bIgnoreEncroachers = true

    	radius = 400
    	repairRate = 10
    	accumulationScale = 1.0
    	selfRepairRate = 5

    	socketFrontLeft = "CHILD00"
    	socketFrontRight = "CHILD01"
    	socketBackLeft = "CHILD02"
    	socketBackRight = "CHILD03"

    	Mesh = SkeletalMesh'Deployables.DepRepairStation'
    }

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Creation time: st 23.5.2018 00:10:29.363 - Created with UnCodeX