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# Gameplay.MPCapturable

Extends
  MPCarryable

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.MPActor
                |
                +-- Gameplay.MPCarryable
                   |
                   +-- Gameplay.MPCapturable

#### Direct Known Subclasses:

> MPFlag

Constants Summary

Inherited Contants from Gameplay.MPCarryable
MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR, MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR, MPC_LINEAR_VELOCITY_ACCURACY_FACTOR, MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

Variables Summary
bool | bAllowEnemyReturn
MPCapturePoint | homeCapturePoint
Stats
class<Stat> | captureStat
class<Stat> | returnStat
int | timelyReturnSeconds
class<Stat> | timelyReturnStat

Inherited Variables from Gameplay.MPCarryable
attachmentSocket, bAllowThroughEnergyBarriers, bBlockActorsWhenDropped, bCanBeGrappledAtHome, bCanBeGrappledInField, bCanBringIntoVehicle, bCarriedEffect, bDontReplicateEffects, bHome, bHomeEffect, bHotPotato, bInitialization, bInitialized, bIsWeaponType, bLocalCarriedEffect, bLocalHomeEffect, bLocalPreReturnEffect, bLocalThrowingEffect, bOldWasDropped, bPreReturnEffect, bRandomizeStartingRotation, bThrowingEffect, bWasDropped, carriedAnimation, carriedObjectClass, carrier, carrierController, carrierKillStat, CarryableMessageClass, carryingEffectEvent, clientInterpolationPeriod, clientInterpolationSnapDistance, currentDesiredHavokState, damagePerSecondAfterMaxTimeCarried, denominations, dropEffectEvent, droppedPhysics, elasticity, existenceTime, existenceTimer, extraMass, homeContainer, homeLocation, homeRotation, hudIcon, hudIconCoords, idlingEffectEvent, idlingHomeEffectEvent, inheritedVelocityFactor, lastCarrier, lastEnergyBarrierCollisionTime, lastStateReceiveTime, maxCarried, maximumNetUpdateInterval, maximumNextNetUpdateTime, maxRespawnTime, maxTimeCarried, meshWhileCarried, minimumNetUpdateInterval, minimumNextNetUpdateTime, minRespawnTime, numCarried, offsetCOM, padding[1], pickupEffectEvent, pickupRotation, pickupStat, preReturnEffectEvent, randomStartingLocations, ReplicationState, returnedHomeEffectEvent, returnTime, selfPickupTimeout, spread, staticMeshWhileCarried, stopSpeed, throwingEffectEvent, thrownEffectEvent, timeBetweenEnergyBarrierCollisions, timeDropped, timePickedUp

Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList

Structures Summary

Inherited Structures from Gameplay.MPCarryable
HavokCarryableReplicationState

Functions Summary
| Vector | chooseHomeLocation ()))
|  | onCapture (Character c))
|  | onCharacterPassedThrough (Character c)) Dropped
|  | onPickedUp (Character c))
|  | registerStats (StatTracker tracker))
|  | returnToHome (optional bool bForced))
|  | scoreReturn (Character instigator))
|  | Timer ())) Dropped
| bool | validCarrier (Character c, optional bool ignoreLastCarrierCheck))

Inherited Functions from Gameplay.MPCarryable
attachDenomination, attachToCarrier, attemptPickup, BaseChange, BeginState, canCombineWith, CheckTouching, chooseHomeLocation, cleanup, clearCarrier, Destroyed, drop, EndState, EnergyBarrierCollision, existenceTimerExpired, forceNetDirty, getCarriedMesh, getMaxCarried, getNumCarryables, GetObjectiveLocation, getViewTarget, HitWall, isReplicatedInstance, needToPushStateToClient, onCarrierDeath, onCharacterPassedThrough, onDropped, onDropTimerExpired, onExistenceTimerExpired, onGrappled, onPickedUp, pickup, PostBeginPlay, PostNetBeginPlay, PostNetReceive, pushStateToClient, registerStats, returnToHome, setCarrier, setMovementReplication, setup, Tick, Timer, toss, Touch, unifiedSetMesh, unsetup, updateCarryableEffects, updateHavok, validCarrier

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

Dropped Source code
state Dropped

onCharacterPassedThrough, Timer

Variables Detail

#### bAllowEnemyReturn Source code

var bool bAllowEnemyReturn;

> When true, enemies will return this capturable to its home location when they touch it (NOT YET IMPLEMENTED)

#### homeCapturePoint Source code

var MPCapturePoint homeCapturePoint;

### Stats

#### captureStat Source code

var(Stats) class<Stat> captureStat;

> The stat awarded for capturing this capturable

#### returnStat Source code

var(Stats) class<Stat> returnStat;

> The stat awarded for returning this capturable

#### timelyReturnSeconds Source code

var(Stats) int timelyReturnSeconds;

> The number of seconds between capturing and returning to be considered a timely return

#### timelyReturnStat Source code

var(Stats) class<Stat> timelyReturnStat;

> The stat awarded for returning a capturable in order for a teammate to capture

Functions Detail

#### chooseHomeLocation Source code

function Vector chooseHomeLocation ( ) )

#### onCapture Source code

function onCapture ( Character c) )

#### onCharacterPassedThrough Dropped Source code

function onCharacterPassedThrough ( Character c) )

#### onPickedUp Source code

function onPickedUp ( Character c) )

#### registerStats Source code

function registerStats ( StatTracker tracker) )

#### returnToHome Source code

function returnToHome ( optional bool bForced) )

#### scoreReturn Source code

function scoreReturn ( Character instigator) )

#### Timer Dropped Source code

function Timer ( ) )

#### validCarrier Source code

function bool validCarrier ( Character c, optional bool ignoreLastCarrierCheck) )

Defaultproperties

    defaultproperties
    {
    	CollisionRadius			= 120
    	CollisionHeight			= 100
    	GravityScale			= 1.0

    	returnTime				= 20
    	elasticity				= 0.05

    	bAllowEnemyReturn		= true
    }

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Creation time: st 23.5.2018 00:10:32.835 - Created with UnCodeX