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# Gameplay.RepairPack

Extends
  Pack
Modifiers
  implements IRepairClient

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

#### Direct Known Subclasses:

> tmodPackRepair

Variables Summary
Vector | backPortDown
Vector | backPortUp
bool | bGotPorts
Vector | frontPortDown
Vector | frontPortUp
float | radiusSquared
Character | repairer
RepairRadius | rr
RepairPack
float | accumulationScale
float | activeExtraSelfHealthPerPeriod
float | activeHealthPerPeriod
float | activePeriod
float | passiveHealthPerPeriod
float | passivePeriod
float | radius
string | socketBackDown
string | socketBackUp
string | socketFrontDown
string | socketFrontUp

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))
|  | beginRepair (Rook r))
| bool | canRepair (Rook r))
| bool | canStartFXTendril ()))
|  | Destroyed ()))
|  | endRepair (Rook r))
|  | finishActiveEffect ()))
| Pawn | getFXOriginActor ()))
| Vector | getFXTendrilOrigin (Vector targetPos))
| Vector | getFXTendrilTarget (Actor target))
| float | getRepairRadius ()))
|  | onTendrilCreate (RepairTendril t))
|  | PostBeginPlay ()))
|  | removePassiveEffect (Character characterOwner))
|  | startActiveEffect (Character characterOwner))
|  | tick (float deltaSeconds)) Active

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

States Summary

Active Source code
simulated state Active

tick

Variables Detail

#### backPortDown Source code

var Vector backPortDown;

#### backPortUp Source code

var Vector backPortUp;

#### bGotPorts Source code

var bool bGotPorts;

#### frontPortDown Source code

var Vector frontPortDown;

#### frontPortUp Source code

var Vector frontPortUp;

#### radiusSquared Source code

var float radiusSquared;

#### repairer Source code

var Character repairer;

#### rr Source code

var RepairRadius rr;

### RepairPack

#### accumulationScale Source code

var(RepairPack) float accumulationScale;

> How much this pack's active effect stacks with the active effect of other packs

#### activeExtraSelfHealthPerPeriod Source code

var(RepairPack) float activeExtraSelfHealthPerPeriod;

> The extra health per activePeriod to restore to user when active

#### activeHealthPerPeriod Source code

var(RepairPack) float activeHealthPerPeriod;

> The health per activePeriod to restore to friendly players and objects when active

#### activePeriod Source code

var(RepairPack) float activePeriod;

> How frequently the active repair effect is applied in seconds

#### passiveHealthPerPeriod Source code

var(RepairPack) float passiveHealthPerPeriod;

> The health per passivePeriod to restore to user when the pack is worn

#### passivePeriod Source code

var(RepairPack) float passivePeriod;

> How frequently the passive repair effect is applied in seconds

#### radius Source code

var(RepairPack) float radius;

> The radius within which repair effects will be applied to friendly players and objects

#### socketBackDown Source code

var(RepairPack) string socketBackDown;

#### socketBackUp Source code

var(RepairPack) string socketBackUp;

#### socketFrontDown Source code

var(RepairPack) string socketFrontDown;

#### socketFrontUp Source code

var(RepairPack) string socketFrontUp;

Functions Detail

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

#### beginRepair Source code

simulated function beginRepair ( Rook r) )

#### canRepair Source code

simulated function bool canRepair ( Rook r) )

#### canStartFXTendril Source code

simulated function bool canStartFXTendril ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### endRepair Source code

simulated function endRepair ( Rook r) )

#### finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

#### 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 ( ) )

#### onTendrilCreate Source code

simulated function onTendrilCreate ( RepairTendril t) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

#### startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )

#### tick Active Source code

simulated function tick ( float deltaSeconds) )

Defaultproperties

    defaultproperties
    {
    	thirdPersonMesh = StaticMesh'Packs.RepairPack'
    	StaticMesh = StaticMesh'Packs.RepairPackdropped'

    	rechargeTimeSeconds = 7

    	rampUpTimeSeconds = 0.2

    	durationSeconds = 4

    	activePeriod = 0.5
    	radius = 2000
    	activeHealthPerPeriod = 6
    	activeExtraSelfHealthPerPeriod = 2

    	passivePeriod = 0.5
    	passiveHealthPerPeriod = 2

    	accumulationScale = 1

    	socketFrontUp = "CHILD02"
    	socketFrontDown = "CHILD03"
    	socketBackUp = "CHILD00"
    	socketBackDown = "CHILD01"
    }

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Creation time: st 23.5.2018 00:10:34.141 - Created with UnCodeX