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# Gameplay.BaseDevice

Extends
  Rook
Modifiers
  native

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

#### Direct Known Subclasses:

> Catapult, DeployedInventoryStation, DeployedRepairer, EmergencyStation, EnergyBarrier, InventoryStation, ObjectSpawnPoint, PlayerSpawnPoint, PowerGenerator, ResupplyStation, SensorTower, ShockMine, SpawnArray, SwitchStation, Turret, VehicleSpawnPoint

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
bool | bCurrentlyDeploying
bool | bHasOpenAnim
bool | bInitialization
bool | bLoopSavedAnim
bool | bPowered
bool | bWasDeployed
Character | deployer
Pawn | lastAttacker
int | lastOfflineTime
int | lastOnlineTime
int | lastUnderAttackTime
bool | m_bSwitchedOn
int | m_ownershipMaterialIdx
int | OWNERSHIP_MATERIAL_NOT_FOUND
int | OWNERSHIP_MATERIAL_UNDISCOVERED
Name | savedAnim
BaseDevice
class<MPBaseDeviceMessages> | baseDeviceMessageClass
float | damagedHealthThreshold
Material | DestroyedDiffuse
class<Explosion> | destroyedExplosionClass
float | functionalHealthThreshold
string | localizedName
BaseInfo | ownerBase
class<MPSecondaryMessage> | 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

Inherited Variables from Engine.Pawn
abilities, AccelRate, AirControl, AirSpeed, AIScriptTag, AI_LOD_Level, AI_LOD_LevelOrig, Alertness, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, BaseEyeHeight, BaseMovementRate, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bClientCollision, bCouldSeeLastTick, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bGroundNavigationObstruction, bHavokCharacterCollisionExtraRadius, bHavokCharacterCollisions, bHavokInitCalled, bHideRegularHUD, bIgnoreForces, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoJumpAdjust, bNotifiedDeathListeners, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRollToDesired, bSameZoneHearing, bSendsDamagedMessages, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialHUD, bSteadyFiring, bStopAtLedges, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeHeight, bUpdatingDisplay, bUseCompressedPosition, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWeaponBob, CharacterAI, ConstantAcceleration, Controller, ControllerClassName, CrouchedPct, CrouchHeight, CrouchRadius, DamageScaling, DesiredSpeed, DestinationOffset, EyeHeight, Floor, ForwardStrafeBias, goals, GroundSpeed, HeadAI, HeadScale, HeadVolume, Health, HearingThreshold, HitDamageType, JumpZ, LadderSpeed, LandBob, LandMovementState, LastAnchor, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, logDLM, logNavigationSystem, logTyrion, LowGoreBlood, MaxFallSpeed, MeleeRange, MenuName, MovementAI, MovementAnims[4], MovementBlendStartTime, movementSimProxyPending, movementSimProxyPosition, movementSimProxyRotation, movementSimProxyVelocity, NetRelevancyTime, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PawnPosition, PeripheralVision, PlayerReplicationInfo, ReducedDamageType, SerpentineDist, SerpentineTime, Shadow, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, VisionCounter, VisionUpdateRange, WalkBob, WalkingPct, WaterMovementState, WaterSpeed, WeaponAI

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
|  | BeginState ())) Active
|  | BeginState ())) Damaged
|  | BeginState ())) Destructed
|  | BeginState ())) Disabled
|  | BeginState ())) Initialization
|  | BeginState ())) Unpowered
| bool | CanBeUsedBy (Character CharacterUser))
|  | CheckChangeState ())) Active
|  | CheckChangeState ())) Damaged
|  | classConstruct ()))
|  | construct (optional bool _bWasDeployed, optional Character _deployer, optional TeamInfo team, optional vector loc, optional Rotator rot))
|  | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
|  | dispatchDeathMessage (Controller Killer))
|  | EndState ())) Active
|  | EndState ())) Damaged
|  | EndState ())) Destructed
|  | EndState ())) Disabled
|  | EndState ())) Unpowered
|  | enumBaseInfo (Engine.LevelInfo l, Array<BaseInfo> a))
| float | GetDamageComponentThresholdRange ()))
| string | GetHumanReadableName ()))
| float | getTeamDamagePercentage ()))
| bool | isActive ()))
| bool | isAlive ()))
| bool | isDamaged ()))
| bool | isDamagedAtThreshold ()))
| bool | isDisabled ()))
| bool | isFunctional ()))
| bool | isOpenedAnimPlaying (Name animName))
| bool | isPowered ()))
|  | latentBeginActive ()))
|  | latentExecuteActive ()))
|  | latentExecuteInitialization ()))
|  | LoopBDAnim (name Sequence ))
|  | onTeamChange ()))
|  | PlayBDAnim (name Sequence ))
|  | PlayDamagedDegeneratingEffects ()))
|  | PlayDamagedEnteredEffects ()))
|  | PlayDamagedExitedEffects ()))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
|  | setHasPower (bool b))
|  | setSwitchedOn (bool b))
|  | Tick (float Delta)) Active
|  | Tick (float Delta)) Destructed
|  | Tick (float Delta)) Disabled
|  | Tick (float Delta)) Unpowered
|  | unifiedAddImpulseAtPosition (Vector impulse, Vector position))

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

Inherited Functions from Engine.Pawn
AddPawn, AddVelocity, AdjustedStrength, AnimEnd, ApplyDamage, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CanDoubleJump, CanGrabLadder, CannotJumpNow, CanSee, CanSplash, CanThrowWeapon, CanTrigger, ChangeAnimation, ChangedWeapon, checkAlive, CheckBob, checkDead, CheckWaterJump, ChunkUp, classConstruct, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoJump, DrawHUD, DropToGround, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FinishedInterpolation, ForceCrouch, Gasp, GetHumanReadableName, GetKillerController, GetViewDirection, GetViewPoint, GetViewRotation, Gibbed, gibbedBy, GiveWeapon, groundPredictedLocation, HavokCharacterCollision, HeadVolumeChange, HitWall, IgnoresSeenPawnsOfType, InCurrentCombo, InGodMode, isAlive, IsFirstPerson, IsHumanControlled, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LineOfSightTo, ModifyVelocity, NextItem, NotifyKilled, NotifyPawnDeathListeners, PlayDying, PlayDyingSound, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostTakeDamage, PreBeginPlay, predictedLocation, PressingAltFire, PressingFire, ReachedDestination, ReceiveLocalizedMessage, ReduceCylinder, rematchGoals, RemovePawn, Reset, SetAnimAction, SetDefaultDisplayProperties, SetDisplayProperties, SetHeadScale, setLimitedTimeLODActivation, SetMesh, SetMovementPhysics, SetViewRotation, SetWalking, ShootSpecial, ShouldCrouch, SpecialCalcView, StartCrouch, StopPlayFiring, SwitchToLastWeapon, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob

States Summary

Active Source code
simulated state Active

BeginState, CheckChangeState, EndState, Tick

Damaged Source code
simulated state Damaged extends Active

BeginState, CheckChangeState, EndState

Destructed Source code
simulated state Destructed

BeginState, EndState, Tick

Disabled Source code
simulated state Disabled

BeginState, EndState, Tick

Initialization Source code
auto simulated state Initialization

BeginState

Unpowered Source code
simulated state Unpowered

BeginState, EndState, Tick

Variables Detail

#### bCurrentlyDeploying Source code

var bool bCurrentlyDeploying;

#### bHasOpenAnim Source code

var bool bHasOpenAnim;

#### bInitialization Source code

var bool bInitialization;

#### bLoopSavedAnim Source code

var bool bLoopSavedAnim;

#### bPowered Source code

var protected bool bPowered;

#### bWasDeployed Source code

var bool bWasDeployed;

#### deployer Source code

var Character deployer;

#### lastAttacker Source code

var Pawn lastAttacker;

#### lastOfflineTime Source code

var int lastOfflineTime;

#### lastOnlineTime Source code

var int lastOnlineTime;

#### lastUnderAttackTime Source code

var int lastUnderAttackTime;

#### m_bSwitchedOn Source code

var protected bool m_bSwitchedOn;

#### m_ownershipMaterialIdx Source code

var private int m_ownershipMaterialIdx;

#### OWNERSHIP_MATERIAL_NOT_FOUND Source code

var const int OWNERSHIP_MATERIAL_NOT_FOUND;

#### OWNERSHIP_MATERIAL_UNDISCOVERED Source code

var const int OWNERSHIP_MATERIAL_UNDISCOVERED;

#### savedAnim Source code

var Name savedAnim;

### BaseDevice

#### baseDeviceMessageClass Source code

var(BaseDevice) class<MPBaseDeviceMessages> baseDeviceMessageClass;

> Messages used in multiplayer to communicate the state of base devices. Leave this blank if you don't want messages on this base device.

#### damagedHealthThreshold Source code

var(BaseDevice) float damagedHealthThreshold;

> Percentage of health when the device plays 'damaged' effects

#### DestroyedDiffuse Source code

var(BaseDevice) Material DestroyedDiffuse;

> Diffuse material that gets swapped in when object is destroyed

#### destroyedExplosionClass Source code

var(BaseDevice) class<Explosion> destroyedExplosionClass;

> Explosion to trigger when the device is destroyed

#### functionalHealthThreshold Source code

var(BaseDevice) float functionalHealthThreshold;

> Percentage of health when the device ceases to function

#### localizedName Source code

var(BaseDevice) localized string localizedName;

> The name that will be displayed when viewing this device

#### ownerBase Source code

var(BaseDevice) editdisplay ( displayActorLabel ) editcombotype ( enumBaseInfo ) BaseInfo ownerBase;

> The BaseInfo that the device belongs to (mandatory). Used to power the device and define team ownership (the 'team' variable is ignored)

#### secondaryBaseDeviceMessageClass Source code

var(BaseDevice) class<MPSecondaryMessage> secondaryBaseDeviceMessageClass;

> Secondary messages used in multiplayer to communicate the state of base devices. Leave this blank if you don't want messages on this base device.

Functions Detail

#### BeginState Active Source code

simulated function BeginState ( ) )

#### BeginState Damaged Source code

simulated function BeginState ( ) )

#### BeginState Destructed Source code

simulated function BeginState ( ) )

#### BeginState Disabled Source code

simulated function BeginState ( ) )

#### BeginState Initialization Source code

simulated function BeginState ( ) )

#### BeginState Unpowered Source code

simulated function BeginState ( ) )

#### CanBeUsedBy Source code

simulated function bool CanBeUsedBy ( Character CharacterUser) )

#### CheckChangeState Active Source code

simulated function CheckChangeState ( ) )

#### CheckChangeState Damaged Source code

simulated function CheckChangeState ( ) )

#### classConstruct Source code

function classConstruct ( ) )

#### construct Source code

overloaded function construct ( optional bool _bWasDeployed, optional Character _deployer, optional TeamInfo team, optional vector loc, optional Rotator rot) )

#### Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

#### dispatchDeathMessage Source code

function dispatchDeathMessage ( Controller Killer) )

#### EndState Active Source code

simulated function EndState ( ) )

#### EndState Damaged Source code

simulated function EndState ( ) )

#### EndState Destructed Source code

simulated function EndState ( ) )

#### EndState Disabled Source code

simulated function EndState ( ) )

#### EndState Unpowered Source code

simulated function EndState ( ) )

#### enumBaseInfo Source code

function enumBaseInfo ( Engine.LevelInfo l, Array<BaseInfo> a) )

#### GetDamageComponentThresholdRange Source code

simulated function float GetDamageComponentThresholdRange ( ) )

#### GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

#### getTeamDamagePercentage Source code

function float getTeamDamagePercentage ( ) )

#### isActive Source code

simulated event bool isActive ( ) )

#### isAlive Source code

simulated event bool isAlive ( ) )

#### isDamaged Source code

simulated event bool isDamaged ( ) )

#### isDamagedAtThreshold Source code

simulated event bool isDamagedAtThreshold ( ) )

#### isDisabled Source code

simulated event bool isDisabled ( ) )

#### isFunctional Source code

simulated function bool isFunctional ( ) )

#### isOpenedAnimPlaying Source code

simulated function bool isOpenedAnimPlaying ( Name animName) )

#### isPowered Source code

simulated event bool isPowered ( ) )

#### latentBeginActive Source code

simulated latent function latentBeginActive ( ) )

#### latentExecuteActive Source code

simulated latent function latentExecuteActive ( ) )

#### latentExecuteInitialization Source code

simulated latent function latentExecuteInitialization ( ) )

#### LoopBDAnim Source code

simulated function LoopBDAnim ( name Sequence ) )

#### onTeamChange Source code

simulated function onTeamChange ( ) )

#### PlayBDAnim Source code

simulated function PlayBDAnim ( name Sequence ) )

#### PlayDamagedDegeneratingEffects Source code

simulated function PlayDamagedDegeneratingEffects ( ) )

#### PlayDamagedEnteredEffects Source code

simulated function PlayDamagedEnteredEffects ( ) )

#### PlayDamagedExitedEffects Source code

simulated function PlayDamagedExitedEffects ( ) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostLoadGame Source code

function PostLoadGame ( ) )

#### PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) )

#### setHasPower Source code

function setHasPower ( bool b) )

#### setSwitchedOn Source code

function setSwitchedOn ( bool b) )

#### Tick Active Source code

simulated function Tick ( float Delta) )

#### Tick Destructed Source code

simulated function Tick ( float Delta) )

#### Tick Disabled Source code

simulated function Tick ( float Delta) )

#### Tick Unpowered Source code

simulated function Tick ( float Delta) )

#### unifiedAddImpulseAtPosition Source code

function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

Defaultproperties

    defaultproperties
    {
    	bStasis							= false
    	bNoDelete						= false
    	bUseCompressedPosition			= false
    	Mesh							= SkeletalMesh'Editor_res.SkeletalDecoration'
    	DrawType						= DT_Mesh
    	bEdShouldSnap					= true
    	bBlockKarma						= true
    	bBlockHavok						= true
    	bMovable						= false
    	functionalHealthThreshold		= 0.5
    	damagedHealthThreshold			= 0.75
    	teamDamagePercentage			= -1.0

    	bCanBeSensed						= false

    	bPowered						= true

    	m_bSwitchedOn					= true

    	m_ownershipMaterialIdx			= -1
    	OWNERSHIP_MATERIAL_UNDISCOVERED = -1
    	OWNERSHIP_MATERIAL_NOT_FOUND	= -2

    	bNeedPostRenderCallback = true
    }

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Creation time: st 23.5.2018 00:10:28.379 - Created with UnCodeX