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# Gameplay.Deployable

Extends
  Equippable
Modifiers
  native abstract

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Equippable
             |
             +-- Gameplay.Deployable

#### Direct Known Subclasses:

> BaseDeviceDeployable

Variables Summary
bool | bDeployed
bool | bDeploying
bool | bIsInStation
eDeployableInfo | lastTestResult
Name | originalAttachmentBone
TeamInfo | team
Deployable
bool | bCanBeStolen
bool | bCanDeployOnWall
Name | deployedQuickChatTag
float | deployRange
Rotator | deployRotOffset
float | exclusiveRange
Material | hudReticuleBad
float | hudReticuleBadCenterX
float | hudReticuleBadCenterY
float | hudReticuleBadHeight
float | hudReticuleBadWidth
Material | hudReticuleOk
float | hudReticuleOkCenterX
float | hudReticuleOkCenterY
float | hudReticuleOkHeight
float | hudReticuleOkWidth
Name | thirdPersonInventoryAttachmentBone
Vector | thirdPersonInventoryAttachmentOffset

Inherited Variables from Gameplay.Equippable
animClass, animPrefix, attemptedAttach, automaticallyHold, bFirstPersonUseTrace, bIsFirstPerson, bMeshChangeOK, bPlayedCharacterEquipAnim, demoFireCount, equipDuration, equipDurationCounter, equippablePos, equipped, equippedArmAnim, fireCount, fireState, firstPersonAltMesh, firstPersonAltOffset, firstPersonAltTraceExtent, firstPersonAltTraceLength, firstPersonBobMultiplier, firstPersonInterpCurrent, firstPersonInterpStep, firstPersonInterpTarget, firstPersonMesh, firstPersonOffset, firstPersonTraceExtent, firstPersonTraceLength, localDemoFireCount, localFireCount, releaseFireState, rookMotor, rookOwner, startEquippingTime, thirdPersonAltMesh, thirdPersonAltStaticMesh, thirdPersonAttachmentBone, thirdPersonAttachmentOffset, thirdPersonMesh, thirdPersonStaticMesh, unequipDuration

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

Enumerations Summary
eDeployableInfo DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState

Functions Summary
| bool | armsFirstPersonStatus (bool bNewIsFirstPerson))
|  | BeginState ())) DeployableStation
|  | BeginState ())) Deployed
|  | BeginState ())) Dropped
|  | BeginState ())) FireReleased
|  | BeginState ())) Held
|  | BeginState ())) Idle
| bool | canExpire ())) Deployed
| bool | canPickup (Character potentialOwner))
| eDeployableInfo | deploy ())) FireReleased
| eDeployableInfo | doDeploy (optional bool bTest))
| bool | EncroachingOn (Actor Other))
|  | EndState ())) DeployableStation
|  | EndState ())) Held
| bool | fire (optional bool _fireOnce))
| bool | needPrompt (Character potentialOwner))
|  | PostNetBeginPlay ()))
|  | PostNetReceive ()))
|  | setup ())) DeployableStation
|  | setupDropped ())) Deployed
| eDeployableInfo | testDeploy ()))
|  | Tick (float Delta))
|  | Tick (float DeltaTime)) Held
|  | Tick (float Delta)) Idle
|  | updateAttachmentStatus (optional bool bForce))

Inherited Functions from Gameplay.Equippable
armsFirstPersonStatus, attachWeaponHack, BeginState, calculateInterpolation, canUnequip, checkFireCount, drawDebug, EndState, equip, fire, firstPersonStatus, getFirstPersonOffset, handleFire, handleReleaseFire, initialiseRookMotor, keepArms, moveWeapon, onMessage, onThirdPersonFireCount, pickup, playEquipAnim, playIdleAnim, playUnequipAnim, PostBeginPlay, PostNetBeginPlay, PrecacheEquippableRenderData, releaseFire, selectMesh, sendServerRequestFire, sendServerRequestReleaseFire, setDroppedMesh, setFirstPersonOffset, setMovementReplication, setupFirstPerson, setupThirdPerson, shouldHide, shouldPlayEquipAnim, Tick, unEquip, UpdatePrecacheRenderData, useAlternateMesh

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

DeployableStation Source code
simulated state DeployableStation extends AwaitingPickup

BeginState, EndState, setup

Deployed Source code
simulated state Deployed extends Dropped

BeginState, canExpire, setupDropped

Dropped Source code
simulated state Dropped

BeginState

FireReleased Source code
state FireReleased

BeginState, deploy

Held Source code
simulated state Held

BeginState, EndState, Tick

Idle Source code
simulated state Idle

BeginState, Tick

Variables Detail

#### bDeployed Source code

var bool bDeployed;

#### bDeploying Source code

var bool bDeploying;

#### bIsInStation Source code

var bool bIsInStation;

#### lastTestResult Source code

var eDeployableInfo lastTestResult;

#### originalAttachmentBone Source code

var Name originalAttachmentBone;

#### team Source code

var TeamInfo team;

### Deployable

#### bCanBeStolen Source code

var(Deployable) bool bCanBeStolen;

> If false, the enemy cannot take the deployable until it has been previously held by a member of the friendly team.

#### bCanDeployOnWall Source code

var(Deployable) bool bCanDeployOnWall;

> If true, the object can be spawned on a wall, else the object must be spawned on the floor

#### deployedQuickChatTag Source code

var(Deployable) Name deployedQuickChatTag;

> Quick chat tag to announce when deployed

#### deployRange Source code

var(Deployable) float deployRange;

> The maximum range from the player at which the object can be deployed

#### deployRotOffset Source code

var(Deployable) Rotator deployRotOffset;

> Rotation applied to the deployable after it is deployed

#### exclusiveRange Source code

var(Deployable) float exclusiveRange;

> The minimum distance that deployables of the same type can be deployed from each other. 0 to disable.

#### hudReticuleBad Source code

var(Deployable) Material hudReticuleBad;

> Reticule shown when deployable cannot be placed successfully

#### hudReticuleBadCenterX Source code

var(Deployable) float hudReticuleBadCenterX;

> X co-ord on the texture of the hud center

#### hudReticuleBadCenterY Source code

var(Deployable) float hudReticuleBadCenterY;

> Y co-ord on the texture of the hud center

#### hudReticuleBadHeight Source code

var(Deployable) float hudReticuleBadHeight;

> Height of the reticule texture

#### hudReticuleBadWidth Source code

var(Deployable) float hudReticuleBadWidth;

> Width of the reticule texture

#### hudReticuleOk Source code

var(Deployable) Material hudReticuleOk;

> Reticule shown when deployable can be placed successfully

#### hudReticuleOkCenterX Source code

var(Deployable) float hudReticuleOkCenterX;

> X co-ord on the texture of the hud center

#### hudReticuleOkCenterY Source code

var(Deployable) float hudReticuleOkCenterY;

> Y co-ord on the texture of the hud center

#### hudReticuleOkHeight Source code

var(Deployable) float hudReticuleOkHeight;

> Height of the reticule texture

#### hudReticuleOkWidth Source code

var(Deployable) float hudReticuleOkWidth;

> Width of the reticule texture

#### thirdPersonInventoryAttachmentBone Source code

var(Deployable) Name thirdPersonInventoryAttachmentBone;

> Attachment bone used when the deployable is not selected, but held in the inventory

#### thirdPersonInventoryAttachmentOffset Source code

var(Deployable) Vector thirdPersonInventoryAttachmentOffset;

> Offset from attachment point for 3rd person mesh, while the deployable is not selected

Enumerations Detail

#### eDeployableInfo Source code

enum eDeployableInfo
{

> DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState

};

Functions Detail

#### armsFirstPersonStatus Source code

simulated function bool armsFirstPersonStatus ( bool bNewIsFirstPerson) )

#### BeginState DeployableStation Source code

simulated function BeginState ( ) )

#### BeginState Deployed Source code

simulated function BeginState ( ) )

#### BeginState Dropped Source code

simulated function BeginState ( ) )

#### BeginState FireReleased Source code

simulated function BeginState ( ) )

#### BeginState Held Source code

simulated function BeginState ( ) )

#### BeginState Idle Source code

simulated function BeginState ( ) )

#### canExpire Deployed Source code

simulated function bool canExpire ( ) )

#### canPickup Source code

function bool canPickup ( Character potentialOwner) )

#### deploy FireReleased Source code

function eDeployableInfo deploy ( ) )

#### doDeploy Source code

simulated private function eDeployableInfo doDeploy ( optional bool bTest) )

#### EncroachingOn Source code

simulated function bool EncroachingOn ( Actor Other) )

#### EndState DeployableStation Source code

simulated function EndState ( ) )

#### EndState Held Source code

simulated function EndState ( ) )

#### fire Source code

simulated function bool fire ( optional bool _fireOnce) )

#### needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### setup DeployableStation Source code

simulated function setup ( ) )

#### setupDropped Deployed Source code

function setupDropped ( ) )

#### testDeploy Source code

function eDeployableInfo testDeploy ( ) )

#### Tick Source code

simulated function Tick ( float Delta) )

#### Tick Held Source code

simulated function Tick ( float DeltaTime) )

#### Tick Idle Source code

simulated function Tick ( float Delta) )

#### updateAttachmentStatus Source code

simulated function updateAttachmentStatus ( optional bool bForce) )

Defaultproperties

    defaultproperties
    {
    	bCanDrop				= true
    	bCanBeStolen			= false
    	animClass				= class'CharacterEquippableAnimator'
    	deployRange				= 1000
    	exclusiveRange			= 1000

    	hudReticuleOk			= texture'HUD.ReticuleScatter'
    	hudReticuleOkWidth		= 128
    	hudReticuleOkHeight		= 128
    	hudReticuleOkCenterX	= 64
    	hudReticuleOkCenterY	= 64

    	hudReticuleBad			= texture'HUD.ReticuleDirect'
    	hudReticuleBadWidth		= 128
    	hudReticuleBadHeight	= 128
    	hudReticuleBadCenterX	= 64
    	hudReticuleBadCenterY	= 64

    	thirdPersonInventoryAttachmentBone = "deployable"
    }

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Creation time: st 23.5.2018 00:10:29.336 - Created with UnCodeX