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# Gameplay.MPTerritory

Extends
  MPArea
Modifiers
  implements IRepairClient

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

Variables Summary
bool | bConquered
bool | bConquering
bool | bContesting
bool | bDelayPermanentConquer
bool | bIdle
bool | bLocalConquered
bool | bLocalConquering
bool | bLocalContesting
bool | bLocalIdle
bool | bReconquerable
bool | bReconquerNeedsPlayers
TeamInfo | conqueringTeam
float | currentConqueringTime
TeamInfo | ownerTeam
TeamInfo | previousOwnerTeam
RepairRadius | rr
EffectEvents
Name | conqueredEffectEvent
Name | conqueringEffectEvent
Name | contestingEffectEvent
Name | idleEffectEvent
Name | startedConqueringEffectEvent
Name | startedContestingEffectEvent
MPTerritory
bool | bConquerOnce
float | conquerInterval
int | conquerTime
float | individualConquerBonusScale
int | minimumConquerers
BaseInfo | ownerBase
Name | socketTarget
int | teamConquerScore
class<Engine.LocalMessage> | TerritoryMessageClass
Skins
Material | conqueringSkin
Material | contestedSkin
Material | idleSkin
int | titleSkinIndex
Stats
class<Stat> | conquerStat

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

Functions Summary
|  | allocatePoints ())) Conquering
|  | beginRepair (Rook r))
|  | BeginState ())) AwaitingTeammates
|  | BeginState ())) Conquered
|  | BeginState ())) Conquering
|  | BeginState ())) Contested
|  | BeginState ())) Ownerless
|  | BeginState ())) PermanentlyConquered
| bool | canRepair (Rook r))
| bool | canRepair ())) Conquered
| bool | canRepair ())) PermanentlyConquered
| bool | canStartFXTendril ()))
|  | cleanup ()))
|  | destroyed ()))
|  | determineInitialState ())) Ownerless
|  | endRepair (Rook r))
|  | EndState ())) Conquered
|  | EndState ())) Conquering
|  | EndState ())) Contested
|  | EndState ())) Ownerless
|  | enumBaseInfo (Engine.LevelInfo l, Array<BaseInfo> a))
| Pawn | getFXOriginActor ()))
| Vector | getFXTendrilOrigin (Vector targetPos))
| Vector | getFXTendrilTarget (Actor target))
| float | getRepairRadius ()))
|  | OnAreaEntered (Character c))
|  | OnAreaEntered (Character c)) AwaitingTeammates
|  | OnAreaEntered (Character c)) Conquered
|  | OnAreaEntered (Character c)) Conquering
|  | OnAreaEntered (Character c)) Ownerless
|  | OnAreaEntered (Character c)) PermanentlyConquered
|  | OnAreaExited (Character c))
|  | OnAreaExited (Character c)) Conquering
|  | OnAreaExited (Character c)) Contested
|  | OnAreaExited (Character c)) PermanentlyConquered
|  | OnAreaTick ()))
|  | OnAreaTick ())) Conquering
|  | OnConquered ()))
|  | onTendrilCreate (RepairTendril t))
|  | PostBeginPlay ()))
|  | PostNetReceive ()))
|  | setSkin (Material skin))
|  | setTeam (TeamInfo t))
| bool | shouldInteractWith (Character c))
|  | updateEffects ()))

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

States Summary

AwaitingTeammates Source code
state AwaitingTeammates

BeginState, OnAreaEntered

Conquered Source code
state Conquered

BeginState, canRepair, EndState, OnAreaEntered

Conquering Source code
state Conquering

allocatePoints, BeginState, EndState, OnAreaEntered, OnAreaExited, OnAreaTick

Contested Source code
state Contested

BeginState, EndState, OnAreaExited

Ownerless Source code
auto state Ownerless

BeginState, determineInitialState, EndState, OnAreaEntered

PermanentlyConquered Source code
state PermanentlyConquered

BeginState, canRepair, OnAreaEntered, OnAreaExited

Variables Detail

#### bConquered Source code

var bool bConquered;

#### bConquering Source code

var bool bConquering;

#### bContesting Source code

var bool bContesting;

#### bDelayPermanentConquer Source code

var bool bDelayPermanentConquer;

#### bIdle Source code

var bool bIdle;

#### bLocalConquered Source code

var bool bLocalConquered;

#### bLocalConquering Source code

var bool bLocalConquering;

#### bLocalContesting Source code

var bool bLocalContesting;

#### bLocalIdle Source code

var bool bLocalIdle;

#### bReconquerable Source code

var bool bReconquerable;

> Can the Territory be conquered again for points after it has already been conquered?

#### bReconquerNeedsPlayers Source code

var bool bReconquerNeedsPlayers;

> If bReconquerable is true, does reconquering require players to be in the Territory? If false, a team will reconquer their territory even when none of their players are in it.

#### conqueringTeam Source code

var TeamInfo conqueringTeam;

#### currentConqueringTime Source code

var float currentConqueringTime;

#### ownerTeam Source code

var TeamInfo ownerTeam;

#### previousOwnerTeam Source code

var TeamInfo previousOwnerTeam;

#### rr Source code

var RepairRadius rr;

### EffectEvents

#### conqueredEffectEvent Source code

var(EffectEvents) Name conqueredEffectEvent;

> The name of an effect event that plays once on the territory when conquered

#### conqueringEffectEvent Source code

var(EffectEvents) Name conqueringEffectEvent;

> The name of an effect event that loops on the territory when conquering

#### contestingEffectEvent Source code

var(EffectEvents) Name contestingEffectEvent;

> The name of an effect event that loops on the territory when contesting

#### idleEffectEvent Source code

var(EffectEvents) Name idleEffectEvent;

> The name of an effect event that loops on the territory when conquering

#### startedConqueringEffectEvent Source code

var(EffectEvents) Name startedConqueringEffectEvent;

> The name of an effect event that plays once on the territory when conquering

#### startedContestingEffectEvent Source code

var(EffectEvents) Name startedContestingEffectEvent;

> The name of an effect event that plays once on the territory when contesting

### MPTerritory

#### bConquerOnce Source code

var(MPTerritory) bool bConquerOnce;

> When true, the territory can only be conquered once

#### conquerInterval Source code

var(MPTerritory) float conquerInterval;

> The frequency with which the territory considers who is conquering it

#### conquerTime Source code

var(MPTerritory) int conquerTime;

> The amount of uninterrupted time it takes to conquer the territory

#### individualConquerBonusScale Source code

var(MPTerritory) float individualConquerBonusScale;

> Each additional friend conquering a territory scales the conquering speed by this amount (1 has no effect)

#### minimumConquerers Source code

var(MPTerritory) int minimumConquerers;

> The mininum number of people needed in order to start conquering this territory

#### ownerBase Source code

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

> An optional BaseInfo to which this Territory is attached. Capturing the Territory also captures this base.

#### socketTarget Source code

var(MPTerritory) Name socketTarget;

> The name of the socket to use when attaching the tendril effect to a target actor

#### teamConquerScore Source code

var(MPTerritory) int teamConquerScore;

> The number of points a team receives for conquering. If bReconquerable is false, this amount is subtracted if a team loses the territory.

#### TerritoryMessageClass Source code

var(MPTerritory) class<Engine.LocalMessage> TerritoryMessageClass;

### Skins

#### conqueringSkin Source code

var(Skins) Material conqueringSkin;

#### contestedSkin Source code

var(Skins) Material contestedSkin;

#### idleSkin Source code

var(Skins) Material idleSkin;

#### titleSkinIndex Source code

var(Skins) int titleSkinIndex;

### Stats

#### conquerStat Source code

var(Stats) class<Stat> conquerStat;

> Stat awarded when a player conquers a territory

Functions Detail

#### allocatePoints Conquering Source code

function allocatePoints ( ) )

#### beginRepair Source code

simulated function beginRepair ( Rook r) )

#### BeginState AwaitingTeammates Source code

function BeginState ( ) )

#### BeginState Conquered Source code

function BeginState ( ) )

#### BeginState Conquering Source code

function BeginState ( ) )

#### BeginState Contested Source code

function BeginState ( ) )

#### BeginState Ownerless Source code

function BeginState ( ) )

#### BeginState PermanentlyConquered Source code

function BeginState ( ) )

#### canRepair Source code

simulated function bool canRepair ( Rook r) )

#### canRepair Conquered Source code

function bool canRepair ( ) )

#### canRepair PermanentlyConquered Source code

function bool canRepair ( ) )

#### canStartFXTendril Source code

simulated function bool canStartFXTendril ( ) )

#### cleanup Source code

function cleanup ( ) )

#### destroyed Source code

simulated function destroyed ( ) )

#### determineInitialState Ownerless Source code

function determineInitialState ( ) )

#### endRepair Source code

simulated function endRepair ( Rook r) )

#### EndState Conquered Source code

function EndState ( ) )

#### EndState Conquering Source code

function EndState ( ) )

#### EndState Contested Source code

function EndState ( ) )

#### EndState Ownerless Source code

function EndState ( ) )

#### enumBaseInfo Source code

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

#### 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 ( ) )

#### OnAreaEntered Source code

function OnAreaEntered ( Character c) )

#### OnAreaEntered AwaitingTeammates Source code

function OnAreaEntered ( Character c) )

#### OnAreaEntered Conquered Source code

function OnAreaEntered ( Character c) )

#### OnAreaEntered Conquering Source code

function OnAreaEntered ( Character c) )

#### OnAreaEntered Ownerless Source code

function OnAreaEntered ( Character c) )

#### OnAreaEntered PermanentlyConquered Source code

function OnAreaEntered ( Character c) )

#### OnAreaExited Source code

function OnAreaExited ( Character c) )

#### OnAreaExited Conquering Source code

function OnAreaExited ( Character c) )

#### OnAreaExited Contested Source code

function OnAreaExited ( Character c) )

#### OnAreaExited PermanentlyConquered Source code

function OnAreaExited ( Character c) )

#### OnAreaTick Source code

function OnAreaTick ( ) )

#### OnAreaTick Conquering Source code

function OnAreaTick ( ) )

#### OnConquered Source code

function OnConquered ( ) )

#### onTendrilCreate Source code

simulated function onTendrilCreate ( RepairTendril t) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### setSkin Source code

simulated function setSkin ( Material skin) )

#### setTeam Source code

function setTeam ( TeamInfo t) )

#### shouldInteractWith Source code

function bool shouldInteractWith ( Character c) )

#### updateEffects Source code

simulated function updateEffects ( ) )

Defaultproperties

    defaultproperties
    {
    	DrawType				= DT_StaticMesh
    	StaticMesh				= StaticMesh'Editor_res.TexPropCube'
    	bCollideActors			= true
    	bCollideWorld			= true

    	bMovable				= false
    	NetUpdateFrequency		= 2
    	bNetNotify				= true
    	bAlwaysRelevant			= true

    	CollisionRadius			= 200
    	CollisionHeight			= 200

    	teamConquerScore		= 1
    	conquerTime				= 10
    	conquerInterval			= 1
    	individualConquerBonusScale = 1
    	minimumConquerers		= 1
    	bReconquerable			= false
    	bReconquerNeedsPlayers	= false
    	bConquerOnce			= false
    	TerritoryMessageClass	= class'MPTerritoryMessages'

    	conqueringEffectEvent			= Conquering
    	startedConqueringEffectEvent	= StartedConquering
    	contestingEffectEvent			= Contesting
    	startedContestingEffectEvent	= StartedContesting
    	idleEffectEvent					= Idle
    	conqueredEffectEvent			= Conquered
    	idleAnim				= Idle

    	contestedSkin			= Material'BaseObjects.CS_ContestedShader'
    	conqueringSkin			= Material'BaseObjects.CS_CapturedShader'
    	idleSkin				= Material'BaseObjects.CS_Dormant'
    	titleSkinIndex			= 1
    	socketTarget			= "capture"
    }

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Creation time: st 23.5.2018 00:10:33.089 - Created with UnCodeX