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# tmod.tmodPackSpeed

Extends
  SpeedPack
Modifiers
  config ( tribesmodSettings )

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Pack
             |
             +-- Gameplay.SpeedPack
                |
                +-- tmod.tmodPackSpeed

Variables Summary
Material | activeMaterial
bool | bWarned
Material | currentOverlay
float | deactivatingDuration
float | durationSeconds
Material | passiveMaterial
float | passiveRefireRateScale
float | rampUpTimeSeconds
float | rechargeTimeSeconds
float | refireRateScale
Character | user

Inherited Variables from Gameplay.SpeedPack
activeMaterial, bWarned, currentOverlay, passiveMaterial, passiveRefireRateScale, refireRateScale, user

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

Functions Summary
|  | applyPassiveEffect (Character characterOwner))
|  | beginState ())) Activating
|  | beginState ())) Active
|  | beginState ())) Recharging
|  | endState ())) Activating
|  | endState ())) Active
|  | finishActiveEffect ()))
| Material | GetOverlayMaterialForOwner (int Index))
|  | OnEffectStarted (Actor inStartedEffect))
|  | PostBeginPlay ()))
|  | removePassiveEffect (Character characterOwner))
|  | resetRefireRate ()))
|  | scaleRefireRate (float scale))
|  | startActiveEffect (Character characterOwner))
|  | tick (float deltaSeconds))
|  | tick (float deltaSeconds)) Activating
|  | tick (float deltaSeconds)) Active
|  | tick (float deltaSeconds)) Recharging

Inherited Functions from Gameplay.SpeedPack
applyPassiveEffect, finishActiveEffect, GetOverlayMaterialForOwner, OnEffectStarted, removePassiveEffect, resetRefireRate, scaleRefireRate, startActiveEffect

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

States Summary

Activating Source code
simulated state Activating

beginState, endState, tick

Active Source code
simulated state Active

beginState, endState, tick

Recharging Source code
simulated state Recharging

beginState, tick

Variables Detail

#### activeMaterial Source code

var Material activeMaterial;

> Overlay material, if any, to be used when pack is active

#### bWarned Source code

var bool bWarned;

#### currentOverlay Source code

var Material currentOverlay;

#### deactivatingDuration Source code

var config float deactivatingDuration;

#### durationSeconds Source code

var config float durationSeconds;

#### passiveMaterial Source code

var Material passiveMaterial;

> Overlay material, if any, to be used when pack is passive

#### passiveRefireRateScale Source code

var config float passiveRefireRateScale;

> How much to scale the refire rate of all weapons when the pack is worn

#### rampUpTimeSeconds Source code

var config float rampUpTimeSeconds;

#### rechargeTimeSeconds Source code

var config float rechargeTimeSeconds;

#### refireRateScale Source code

var config float refireRateScale;

> How much to scale the refire rate of all weapons when the pack is active

#### user Source code

var Character user;

Functions Detail

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

#### beginState Activating Source code

simulated function beginState ( ) )

#### beginState Active Source code

simulated function beginState ( ) )

#### beginState Recharging Source code

simulated function beginState ( ) )

#### endState Activating Source code

simulated function endState ( ) )

#### endState Active Source code

simulated function endState ( ) )

#### finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

#### GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

#### OnEffectStarted Source code

simulated function OnEffectStarted ( Actor inStartedEffect) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

#### resetRefireRate Source code

simulated function resetRefireRate ( ) )

#### scaleRefireRate Source code

simulated function scaleRefireRate ( float scale) )

#### startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

#### tick Activating Source code

simulated function tick ( float deltaSeconds) )

#### tick Active Source code

simulated function tick ( float deltaSeconds) )

#### tick Recharging Source code

simulated function tick ( float deltaSeconds) )

Defaultproperties

    defaultproperties
    {
        refireRateScale=2.000000
        passiveRefireRateScale=1.250000
        activeMaterial=Shader'FX.BucklerShieldShadder'
        rechargeTimeSeconds=13.000000
        rampUpTimeSeconds=0.250000
        deactivatingDuration=0.250000
        durationSeconds=5.000000
        thirdPersonMesh=StaticMesh'packs.SpeedPack'
        localizedName="SPEED PACK"
        infoString="Passive effect increases the user's running speed.  Active effect decreases the reload time of equipped weapons."
        inventoryIcon=Texture'GUITribes.InvButtonSpeed'
        hudIcon=Texture'HUD.Tabs'
        hudIconCoords=(U=410.000000,V=165.000000)
        hudRefireIcon=Texture'HUD.Tabs'
        hudRefireIconCoords=(U=410.000000,V=114.000000)
        cannnotBeUsedWhileTouchingInventoryStation=True
        StaticMesh=StaticMesh'packs.SpeedPackdropped'
    }

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Creation time: st 23.5.2018 00:10:35.606 - Created with UnCodeX