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# Gameplay.EmergencyStation

Extends
  BaseDevice
Modifiers
  native

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

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
EmergencyStationAccess | access
eBakeAnimationState | animationState
bool | bForceIconVisible
EmergencyStation
class<EmergencyStationAccess> | accessClass
float | accessHeight
float | accessPointOffset
float | accessRadius
Material | activeLightSkin
int | activeLightSkinSlot
class<RepairPack> | repairPackClass
float | respawnDelay

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
eBakeAnimationState BAS_End, BAS_Start, BAS_Baking

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | BeginState ())) Active
|  | BeginState ())) Unpowered
| bool | canBeSensed ()))
|  | Destroyed ()))
| bool | isFunctional ()))
| bool | isOnCharactersTeam (Character testCharacter))
| bool | isRepairPackAvailable ()))
|  | PostBeginPlay ()))
|  | repairPackTaken ()))
|  | tick (float deltaSeconds))

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

States Summary

Active Source code
simulated state Active

BeginState

Unpowered Source code
simulated state Unpowered

BeginState

Variables Detail

#### access Source code

var EmergencyStationAccess access;

#### animationState Source code

var eBakeAnimationState animationState;

#### bForceIconVisible Source code

var bool bForceIconVisible;

### EmergencyStation

#### accessClass Source code

var(EmergencyStation) class<EmergencyStationAccess> accessClass;

> Access Class to spawn

#### accessHeight Source code

var(EmergencyStation) float accessHeight;

> Height of the access area in front of the Emergency station

#### accessPointOffset Source code

var(EmergencyStation) float accessPointOffset;

> Offset of the access area from the Emergency station

#### accessRadius Source code

var(EmergencyStation) float accessRadius;

> Radius of the access area in front of the Emergency station

#### activeLightSkin Source code

var(EmergencyStation) Material activeLightSkin;

> The active light skin texture

#### activeLightSkinSlot Source code

var(EmergencyStation) int activeLightSkinSlot;

> skin slot for the flashing light skin

#### repairPackClass Source code

var(EmergencyStation) class<RepairPack> repairPackClass;

> class of repair pack to give

#### respawnDelay Source code

var(EmergencyStation) float respawnDelay;

> Duration of repair pack respawn

Enumerations Detail

#### eBakeAnimationState Source code

enum eBakeAnimationState
{

> BAS_End, BAS_Start, BAS_Baking

};

Functions Detail

#### BeginState Active Source code

simulated function BeginState ( ) )

#### BeginState Unpowered Source code

simulated function BeginState ( ) )

#### canBeSensed Source code

function bool canBeSensed ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### isFunctional Source code

function bool isFunctional ( ) )

#### isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

#### isRepairPackAvailable Source code

function bool isRepairPackAvailable ( ) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### repairPackTaken Source code

function repairPackTaken ( ) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

Defaultproperties

    defaultproperties
    {
    	Mesh				= SkeletalMesh'BaseObjects.RepairStation'
    	DrawType			= DT_Mesh
    	ActiveLightSkin		= shader'BaseObjects.vstationlightshader'
    	ActiveLightSkinSlot	= 3

    	bReplicateAnimations = true

    	bCanBeDamaged	= false
    	bAIThreat		= false

    	accessRadius	= 50
    	accessHeight	= 80
    	accessClass		= class'Gameplay.EmergencyStationAccess'

    	repairPackClass = class'Gameplay.RepairPack'

    	respawnDelay	= 5
    }

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Creation time: st 23.5.2018 00:10:29.527 - Created with UnCodeX