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# Gameplay.MPCheckpoint

Extends
  MPArea

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.MPActor
                |
                +-- Gameplay.MPArea
                   |
                   +-- Gameplay.MPCheckpoint

Variables Summary
Array<PlayerCharacterController> | awaitingClientsList
bool | bLocalPassedEffect
bool | bPassedEffect
MPCheckpoint | nextCheckpoint
Array<ClientCheckpointData> | passedClientsList
float | startingTime
EffectEvents
Name | failedEffectEvent
Name | passedEffectEvent
LocalMessage
class<Engine.LocalMessage> | CheckpointMessageClass
MPCheckpoint
bool | bDontResetAfterPass
bool | bFinishingPoint
bool | bStartingPoint
bool | bUsePersonalObjectives
Name | nextCheckpointLabel
int | numLapsToFinish
Name | passAnimation
int | teamPointsPerLap
Objectives
string | selfCheckpointObjectiveDesc
Stats
class<Stat> | checkpointPassedStat
class<Stat> | lapFinishedStat
class<Stat> | raceFinishedStat

Inherited Variables from Gameplay.MPArea
areaOffset, areaTrigger, areaTriggerClass

Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList

Structures Summary
ClientCheckpointData client, lap, lastTimePassed

Functions Summary
|  | addAwaitingClient (PlayerCharacterController c))
| int | addPassedClient (PlayerCharacterController c))
|  | advanceCheckpoint (PlayerCharacterController c))
|  | enumCheckpoints (Engine.LevelInfo l, out Array<Name> a))
|  | failCheckpoint (Character c))
| int | getClientCheckpointDataIndex (PlayerCharacterController c))
| int | getClientRank (ClientCheckpointData p))
| bool | isAwaitingClient (PlayerCharacterController c))
|  | lastLapPassed (ClientCheckpointData p))
|  | OnAreaEntered (Character c))
|  | OnAreaExited (Character c))
|  | onMessage (Message msg))
|  | passCheckpoint (PlayerCharacterController c, TeamInfo t))
|  | PostBeginPlay ()))
|  | PostNetReceive ()))
|  | removeAwaitingClient (PlayerCharacterController c))
|  | reset ()))
|  | restartPlayer (PlayerCharacterController pcc))
|  | Timer ()))
|  | updateCheckpointEffects ()))

Inherited Functions from Gameplay.MPArea
cleanup, OnAreaEntered, OnAreaEnteredByActor, OnAreaExited, OnAreaExitedByActor, OnAreaTick, PostBeginPlay

Inherited Functions from Gameplay.MPActor
addDefaultObjectives, addEnemyObjective, addFriendlyObjective, addNeutralObjective, addSpectator, awardStat, cleanup, contractLattice, evaluateObjectiveState, expandLattice, GetHumanReadableName, getNearest, getPersonalObjectiveName, getUniqueObjectiveName, getViewTarget, incrementStatAttempt, onAvailableToLattice, onPlayerKilled, onUnavailableToLattice, PostBeginPlay, PostTakeDamage, registerStats, removeDefaultObjectives, removePersonalObjective, removeSpectator, resetSpectatorViewTarget, scoreIndividual, scoreTeam, setObjectiveState, setObjectiveTally, setPersonalObjective, setSpectatorViewTarget

Variables Detail

#### awaitingClientsList Source code

var Array<PlayerCharacterController> awaitingClientsList;

#### bLocalPassedEffect Source code

var bool bLocalPassedEffect;

#### bPassedEffect Source code

var bool bPassedEffect;

#### nextCheckpoint Source code

var MPCheckpoint nextCheckpoint;

#### passedClientsList Source code

var Array<ClientCheckpointData> passedClientsList;

#### startingTime Source code

var float startingTime;

### EffectEvents

#### failedEffectEvent Source code

var(EffectEvents) Name failedEffectEvent;

> The name of an effect event that plays once on the checkpoint when failed

#### passedEffectEvent Source code

var(EffectEvents) Name passedEffectEvent;

> The name of an effect event that plays once on the checkpoint when passed

### LocalMessage

#### CheckpointMessageClass Source code

var(LocalMessage) class<Engine.LocalMessage> CheckpointMessageClass;

> The class used for displaying messages and playing effects related to carryables.

### MPCheckpoint

#### bDontResetAfterPass Source code

var(MPCheckpoint) bool bDontResetAfterPass;

> If true, the checkpoint won't reset itself after you pass it, so its effects will stay active

#### bFinishingPoint Source code

var(MPCheckpoint) bool bFinishingPoint;

> Is this checkpoint the end of a lap?

#### bStartingPoint Source code

var(MPCheckpoint) bool bStartingPoint;

> Is this checkpoint the start of a lap?

#### bUsePersonalObjectives Source code

var(MPCheckpoint) bool bUsePersonalObjectives;

> If true, the player will automatically receive a personal objective for each checkpoint

#### nextCheckpointLabel Source code

var(MPCheckpoint) editcombotype ( enumCheckpoints ) Name nextCheckpointLabel;

> The next checkpoint

#### numLapsToFinish Source code

var(MPCheckpoint) int numLapsToFinish;

> If bFinishingLine is true, specify the number of laps here

#### passAnimation Source code

var(MPCheckpoint) Name passAnimation;

> The name of the animation to play when this checkpoint gets passed

#### teamPointsPerLap Source code

var(MPCheckpoint) int teamPointsPerLap;

> Number of points awarded to your team for each lap passed

### Objectives

#### selfCheckpointObjectiveDesc Source code

var(Objectives) localized string selfCheckpointObjectiveDesc;

> A description that will show up as a personal objective for your next checkpoint.

### Stats

#### checkpointPassedStat Source code

var(Stats) class<Stat> checkpointPassedStat;

#### lapFinishedStat Source code

var(Stats) class<Stat> lapFinishedStat;

#### raceFinishedStat Source code

var(Stats) class<Stat> raceFinishedStat;

Structures Detail

#### ClientCheckpointData Source code

struct ClientCheckpointData
{

> var PlayerCharacterController client;
> var int lap;
> var float lastTimePassed;

};

Functions Detail

#### addAwaitingClient Source code

function addAwaitingClient ( PlayerCharacterController c) )

#### addPassedClient Source code

function int addPassedClient ( PlayerCharacterController c) )

#### advanceCheckpoint Source code

function advanceCheckpoint ( PlayerCharacterController c) )

#### enumCheckpoints Source code

function enumCheckpoints ( Engine.LevelInfo l, out Array<Name> a) )

#### failCheckpoint Source code

function failCheckpoint ( Character c) )

#### getClientCheckpointDataIndex Source code

function int getClientCheckpointDataIndex ( PlayerCharacterController c) )

#### getClientRank Source code

function int getClientRank ( ClientCheckpointData p) )

#### isAwaitingClient Source code

function bool isAwaitingClient ( PlayerCharacterController c) )

#### lastLapPassed Source code

function lastLapPassed ( ClientCheckpointData p) )

#### OnAreaEntered Source code

function OnAreaEntered ( Character c) )

#### OnAreaExited Source code

function OnAreaExited ( Character c) )

#### onMessage Source code

function onMessage ( Message msg) )

#### passCheckpoint Source code

function passCheckpoint ( PlayerCharacterController c, TeamInfo t) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### removeAwaitingClient Source code

function removeAwaitingClient ( PlayerCharacterController c) )

#### reset Source code

function reset ( ) )

#### restartPlayer Source code

function restartPlayer ( PlayerCharacterController pcc) )

#### Timer Source code

simulated event Timer ( ) )

#### updateCheckpointEffects Source code

simulated function updateCheckpointEffects ( ) )

Defaultproperties

    defaultproperties
    {
    	DrawType				= DT_Mesh
    	Mesh					= Mesh'MPGameObjects.MPCheckpoint'
    	bCollideActors			= true
    	bCollideWorld			= true
    	bMovable				= false

    	bNetNotify				= true
    	NetUpdateFrequency		= 2

    	selfCheckpointObjectiveDesc	= "Proceed to the next Checkpoint."
    	CheckpointMessageClass	= class'MPCheckpointMessages'
    	passedEffectEvent		= Passed
    	failedEffectEvent		= Failed
    	passAnimation			= Activate
    	teamPointsPerLap		= 1
    }

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Creation time: st 23.5.2018 00:10:32.920 - Created with UnCodeX