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# Gameplay.ObjectSpawnPoint

Extends
  BaseDevice

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.BaseDevice
                |
                +-- Gameplay.ObjectSpawnPoint

#### Direct Known Subclasses:

> EmergencySpawnPoint

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
bool | bFinishedClosing
bool | bFinishedDeployEnd
bool | bFirstSpawn
bool | bHoldingObject
bool | bWaitingForObject
bool | bWatchingObject
float | respawnAnimTime
Actor | spawnedObject
ObjectSpawnUseableObject | useableObject
ObjectSpawnPoint
bool | bCanSpawnMultiples
Name | objectAttachBone
class<Actor> | objectType
float | respawnDelay
Vector | spawnOffset
Rotator | spawnRotationOffset
float | useableObjectCollisionHeight
float | useableObjectCollisionRadius
Vector | useableObjectOffset

Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | BeginState ())) Destructed
|  | BeginState ())) Unpowered
| bool | CanBeUsedBy (Character CharacterUser))
|  | Destroyed ()))
|  | destroyHeldObject ()))
| bool | isOpenedAnimPlaying (Name animName))
|  | latentExecuteActive ()))
|  | OnPlayerUsed (Pawn Other))
|  | onTeamChange ()))
|  | PostBeginPlay ()))
|  | spawnObject ()))

Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

States Summary

Destructed Source code
simulated state Destructed

BeginState

Unpowered Source code
simulated state Unpowered

BeginState

Variables Detail

#### bFinishedClosing Source code

var bool bFinishedClosing;

#### bFinishedDeployEnd Source code

var bool bFinishedDeployEnd;

#### bFirstSpawn Source code

var bool bFirstSpawn;

#### bHoldingObject Source code

var bool bHoldingObject;

#### bWaitingForObject Source code

var bool bWaitingForObject;

#### bWatchingObject Source code

var bool bWatchingObject;

#### respawnAnimTime Source code

var float respawnAnimTime;

#### spawnedObject Source code

var Actor spawnedObject;

#### useableObject Source code

var ObjectSpawnUseableObject useableObject;

### ObjectSpawnPoint

#### bCanSpawnMultiples Source code

var(ObjectSpawnPoint) bool bCanSpawnMultiples;

> If false, the spawn point must wait until the previous object taken from it is used up or destroyed before it can spawn a new object. Otherwise, a new object is spawned once the existing object is taken by a character and the respawn delay elapses

#### objectAttachBone Source code

var(ObjectSpawnPoint) Name objectAttachBone;

> Bone on SpawnPoint that the object is attached to when spawned

#### objectType Source code

var(ObjectSpawnPoint) class<Actor> objectType;

> The type of object spawned at this spawn point

#### respawnDelay Source code

var(ObjectSpawnPoint) float respawnDelay;

> How long before a new object is made available after the old object is destroyed

#### spawnOffset Source code

var(ObjectSpawnPoint) Vector spawnOffset;

> Offset from the origin that the object appears at, possibly temporary, will have to be tuned depending on the type of object being spawned

#### spawnRotationOffset Source code

var(ObjectSpawnPoint) Rotator spawnRotationOffset;

> Rotation offset to be applied to the object when spawned

#### useableObjectCollisionHeight Source code

var(ObjectSpawnPoint) float useableObjectCollisionHeight;

#### useableObjectCollisionRadius Source code

var(ObjectSpawnPoint) float useableObjectCollisionRadius;

#### useableObjectOffset Source code

var(ObjectSpawnPoint) Vector useableObjectOffset;

Functions Detail

#### BeginState Destructed Source code

simulated function BeginState ( ) )

#### BeginState Unpowered Source code

simulated function BeginState ( ) )

#### CanBeUsedBy Source code

simulated function bool CanBeUsedBy ( Character CharacterUser) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### destroyHeldObject Source code

function destroyHeldObject ( ) )

#### isOpenedAnimPlaying Source code

simulated function bool isOpenedAnimPlaying ( Name animName) )

#### latentExecuteActive Source code

simulated latent function latentExecuteActive ( ) )

#### OnPlayerUsed Source code

function OnPlayerUsed ( Pawn Other) )

#### onTeamChange Source code

function onTeamChange ( ) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### spawnObject Source code

function spawnObject ( ) )

Defaultproperties

    defaultproperties
    {
    	bReplicateAnimations = false

    	bWorldGeometry = false
    	objectAttachBone = "deployable"

    	useableObjectCollisionHeight = 80
    	useableObjectCollisionRadius = 60
    	useableObjectOffset = (X=0,Y=40,Z=0)

    	bFirstSpawn = true;
    }

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Creation time: st 23.5.2018 00:10:33.460 - Created with UnCodeX