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# Gameplay.Pack

Extends
  Equipment
Modifiers
  implements IEffectObserver

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

#### Direct Known Subclasses:

> CloakPack, EnergyPack, RepairPack, ShieldPack, SpeedPack

Constants Summary

Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
float | alpha
bool | bLocalActive
bool | deactivating
float | deactivatingProgressedTime
Character | heldBy
Character | localHeldBy
bool | localPackActivatedTrigger
bool | localPackSetChargedTrigger
bool | packActivatedTrigger
bool | packSetChargedTrigger
float | progressedActivatingTime
float | progressedActiveTime
float | progressedRechargingTime
float | rechargingAlpha
EffectEvents
name | activatingEffectName
name | activatingEffectStartedName
name | activeEffectName
name | activeEffectStartedName
name | chargedEffectName
name | deactivatingEffectName
name | passiveEffectName
Pack
bool | cannnotBeUsedWhileTouchingInventoryStation
float | deactivatingDuration
float | durationSeconds
float | rampUpTimeSeconds
float | rechargeTimeSeconds
StaticMesh | 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

Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

Enumerations Summary

Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Structures Summary

Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
|  | activate ()
|  | activate ())) Charged
|  | applyPartialActiveEffect (float alpha, Character characterOwner)
|  | applyPassiveEffect (Character characterOwner)
|  | beginState ())) Activating
|  | beginState ())) Active
|  | BeginState ())) Charged
|  | beginState ())) Recharging
| bool | canPickup (Character potentialOwner))
|  | doSwitch (Character newOwner))
|  | effectTriggered (Name effectEvent))
|  | effectUntriggered (Name effectEvent))
|  | endHeldByCharacter (Character holder))
|  | endState ())) Activating
|  | endState ())) Active
|  | finishActiveEffect ()
| Material | GetOverlayMaterialForOwner (int Index))
| bool | isInRangeOfInventoryStation ()))
| bool | needPrompt (Character potentialOwner))
|  | OnEffectInitialized (Actor inInitializedEffect))
|  | OnEffectStarted (Actor inStartedEffect))
|  | OnEffectStopped (Actor e, bool b))
|  | onTakenFromSpawnPoint ()))
|  | pickup (Character newOwner))
|  | playEffect (Name effectEvent))
|  | PostNetReceive ()))
|  | removePassiveEffect (Character characterOwner)
|  | requestEquipmentDrop ()))
|  | setCharged ()))
|  | startActiveEffect (Character characterOwner)
|  | startApplyPartialActiveEffect ()
|  | startHeldByCharacter (Character holder))
|  | stopEffect (Name effectEvent))
|  | tick (float deltaSeconds))
|  | tick (float deltaSeconds)) Activating
|  | tick (float deltaSeconds)) Active
|  | tick (float deltaSeconds)) Recharging
|  | 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

Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary

Activating Source code
simulated state Activating

beginState, endState, tick

Active Source code
simulated state Active

beginState, endState, tick

Charged Source code
simulated state Charged

activate, BeginState

Recharging Source code
simulated state Recharging

beginState, tick

Variables Detail

#### alpha Source code

var float alpha;

#### bLocalActive Source code

var bool bLocalActive;

#### deactivating Source code

var bool deactivating;

#### deactivatingProgressedTime Source code

var float deactivatingProgressedTime;

#### heldBy Source code

var Character heldBy;

#### localHeldBy Source code

var Character localHeldBy;

#### localPackActivatedTrigger Source code

var bool localPackActivatedTrigger;

#### localPackSetChargedTrigger Source code

var bool localPackSetChargedTrigger;

#### packActivatedTrigger Source code

var bool packActivatedTrigger;

#### packSetChargedTrigger Source code

var bool packSetChargedTrigger;

#### progressedActivatingTime Source code

var float progressedActivatingTime;

#### progressedActiveTime Source code

var float progressedActiveTime;

#### progressedRechargingTime Source code

var float progressedRechargingTime;

#### rechargingAlpha Source code

var float rechargingAlpha;

### EffectEvents

#### activatingEffectName Source code

var(EffectEvents) name activatingEffectName;

> The name of an effect event that loops on the pack when activating

#### activatingEffectStartedName Source code

var(EffectEvents) name activatingEffectStartedName;

> The name of an effect event that plays once on the pack when activation has started

#### activeEffectName Source code

var(EffectEvents) name activeEffectName;

> The name of an effect event that loops on the pack while active

#### activeEffectStartedName Source code

var(EffectEvents) name activeEffectStartedName;

> The name of an effect event that plays once on the pack when active

#### chargedEffectName Source code

var(EffectEvents) name chargedEffectName;

> The name of an effect event that loops on the pack when activating

#### deactivatingEffectName Source code

var(EffectEvents) name deactivatingEffectName;

> The name of an effect event that plays once on the pack when deactivated

#### passiveEffectName Source code

var(EffectEvents) name passiveEffectName;

> The name of an effect event that loops on the pack while its worn

### Pack

#### cannnotBeUsedWhileTouchingInventoryStation Source code

var(Pack) bool cannnotBeUsedWhileTouchingInventoryStation;

#### deactivatingDuration Source code

var(Pack) float deactivatingDuration;

> The number of seconds it takes for this pack to deactivate

#### durationSeconds Source code

var(Pack) float durationSeconds;

> The duration of this pack's active effect

#### rampUpTimeSeconds Source code

var(Pack) float rampUpTimeSeconds;

> The number of seconds it takes for this pack's active effect to kick in

#### rechargeTimeSeconds Source code

var(Pack) float rechargeTimeSeconds;

> The number of seconds it takes for this pack to recharge after it has been activated

#### thirdPersonMesh Source code

var(Pack) StaticMesh thirdPersonMesh;

Functions Detail

#### activate Source code

simulated function activate ( )

#### activate Charged Source code

simulated function activate ( ) )

#### applyPartialActiveEffect Source code

simulated function applyPartialActiveEffect ( float alpha, Character characterOwner )

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner )

#### beginState Activating Source code

simulated function beginState ( ) )

#### beginState Active Source code

simulated function beginState ( ) )

#### BeginState Charged Source code

simulated function BeginState ( ) )

#### beginState Recharging Source code

simulated function beginState ( ) )

#### canPickup Source code

function bool canPickup ( Character potentialOwner) )

#### doSwitch Source code

function doSwitch ( Character newOwner) )

#### effectTriggered Source code

function effectTriggered ( Name effectEvent) )

#### effectUntriggered Source code

function effectUntriggered ( Name effectEvent) )

#### endHeldByCharacter Source code

function endHeldByCharacter ( Character holder) )

#### 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) )

#### isInRangeOfInventoryStation Source code

function bool isInRangeOfInventoryStation ( ) )

#### needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

#### OnEffectInitialized Source code

simulated function OnEffectInitialized ( Actor inInitializedEffect) )

#### OnEffectStarted Source code

simulated function OnEffectStarted ( Actor inStartedEffect) )

#### OnEffectStopped Source code

simulated function OnEffectStopped ( Actor e, bool b) )

#### onTakenFromSpawnPoint Source code

function onTakenFromSpawnPoint ( ) )

#### pickup Source code

function pickup ( Character newOwner) )

#### playEffect Source code

simulated function playEffect ( Name effectEvent) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner )

#### requestEquipmentDrop Source code

protected function requestEquipmentDrop ( ) )

#### setCharged Source code

function setCharged ( ) )

#### startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner )

#### startApplyPartialActiveEffect Source code

simulated function startApplyPartialActiveEffect ( )

#### startHeldByCharacter Source code

function startHeldByCharacter ( Character holder) )

#### stopEffect Source code

simulated function stopEffect ( Name effectEvent) )

#### 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) )

#### TravelPreAccept Source code

function TravelPreAccept ( ) )

Defaultproperties

    defaultproperties
    {
    	heldStartState = Recharging

    	rechargeTimeSeconds = 2

    	rampUpTimeSeconds = 2

    	durationSeconds = 2

    	deactivating = false

    	deactivatingDuration = 1

    	activatingEffectName = Activating
    	activeEffectName = Active
    	deactivatingEffectName = Deactivating
    	activatingEffectStartedName = ActivatingStarted
    	activeEffectStartedName = ActiveStarted
    	passiveEffectName = Passive
    	chargedEffectName = Charged

    	packActivatedTrigger = false
    	localPackActivatedTrigger = false

    	bNetNotify = true

    	rechargingAlpha = 0

    	bCanDrop = true

    	DrawType = DT_StaticMesh

    	prompt = "Press '%1' to swap your '%4' for a '%3'"
    }

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Creation time: st 23.5.2018 00:10:33.495 - Created with UnCodeX