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# Gameplay.ShieldPack

Extends
  Pack

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

#### Direct Known Subclasses:

> tmodPackShield

Variables Summary
Material | currentHit
float | currentHitTime
Material | currentIdle
float | lastHealth
ShieldPack
float | activeFractionDamageBlocked
Material | activeHitMaterial
Material | activeIdleMaterial
float | hitStayTime
float | passiveFractionDamageBlocked
Material | passiveHitMaterial
Material | passiveIdleMaterial

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))
|  | finishActiveEffect ()))
| Material | GetOverlayMaterialForOwner (int Index))
|  | removePassiveEffect (Character characterOwner))
|  | startActiveEffect (Character characterOwner))
|  | tick (float deltaSeconds))

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

Variables Detail

#### currentHit Source code

var Material currentHit;

#### currentHitTime Source code

var float currentHitTime;

#### currentIdle Source code

var Material currentIdle;

#### lastHealth Source code

var float lastHealth;

### ShieldPack

#### activeFractionDamageBlocked Source code

var(ShieldPack) float activeFractionDamageBlocked;

#### activeHitMaterial Source code

var(ShieldPack) Material activeHitMaterial;

> Overlay material to be used when shield has been impacted

#### activeIdleMaterial Source code

var(ShieldPack) Material activeIdleMaterial;

> Overlay material, if any, to be used when shield is active but has not been impacted

#### hitStayTime Source code

var(ShieldPack) float hitStayTime;

> Length of time that the hit material is displayed for on damage

#### passiveFractionDamageBlocked Source code

var(ShieldPack) float passiveFractionDamageBlocked;

#### passiveHitMaterial Source code

var(ShieldPack) Material passiveHitMaterial;

> Overlay material to be used when shield has been impacted

#### passiveIdleMaterial Source code

var(ShieldPack) Material passiveIdleMaterial;

> Overlay material, if any, to be used when shield is active but has not been impacted

Functions Detail

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

#### finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

#### GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

#### startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

Defaultproperties

    defaultproperties
    {
    	thirdPersonMesh = StaticMesh'Packs.ShieldPack'
    	StaticMesh = StaticMesh'Packs.ShieldPackdropped'

    	passiveFractionDamageBlocked = 0.5

    	activeFractionDamageBlocked = 0.8

    	passiveIdleMaterial		= Material'BaseObjects.ResupplyStationLum'
    	passiveHitMaterial		= Material'BaseObjects.ResupplyStationLum'
    	activeIdleMaterial		= Material'BaseObjects.ResupplyStationLum'
    	activeHitMaterial		= Material'BaseObjects.ResupplyStationLum'
    	hitStayTime				= 0.5
    }

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Creation time: st 23.5.2018 00:10:34.544 - Created with UnCodeX