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# Gameplay.Turret

Extends
  BaseDevice
Modifiers
  native

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

#### Direct Known Subclasses:

> DeployedTurret

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
bool | bGetOut
bool | bWasBehindView
float | currentPitch
float | currentYaw
Character | driver
Rotator | initialRotation
TurretMotor | motor
int | oldCollisionHeight
int | oldCollisionRadius
Weapon | oldDriverWeapon
int | targetPitch
int | targetYaw
TurretEntry | TurretEntry
Weapon | weapon
Turret
float | AIViewRate
bool | bCanBeManned
bool | bFlipPitchDisplay
bool | bFlipYawDisplay
Name | driverAnimation
TurretEntryData | entry
float | MaxViewPitch
float | MaxViewYaw
int | pitchAxis
name | pitchBone
name | rootBone
name | seatBone
int | seatedCollisionHeight
int | seatedCollisionRadius
float | ViewRate
class<Weapon> | weaponClass
int | yawAxis
int | yawOffset

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
TurretEntryData radius, height, turretEntryClass

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | BeginState ())) Destructed
|  | BeginState ())) Disabled
|  | BeginState ())) Unpowered
| bool | canTargetPoint (Vector targetLoc))
| bool | cleanupAI ()))
|  | ClientDriverEnter (Controller c, Character driver))
|  | ClientDriverLeave (Controller c, Character driver, float finalPitch, float finalYaw))
|  | Destroyed ()))
|  | DriverEnter (Character p))
| bool | DriverLeave (bool bForceLeave))
| IFiringMotor | firingMotor ()))
| Character | getControllingCharacter ()))
| float | getViewRate ()))
|  | initTurretAI ()))
|  | onTeamChange ()))
|  | overrideCurrentRotation (Rotator newRotation))
|  | PostBeginPlay ()))
|  | PostLoadGame ()))
|  | PostNetBeginPlay ()))
|  | PostNetReceive ()))
|  | rematchGoals ()))
|  | Tick (float deltaSeconds))
| bool | TryToControl (Character p))
|  | updateAim (float deltaSeconds))
|  | updateModelRotation ()))

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

Disabled Source code
simulated state Disabled

BeginState

Unpowered Source code
simulated state Unpowered

BeginState

Variables Detail

#### bGetOut Source code

var bool bGetOut;

#### bWasBehindView Source code

var bool bWasBehindView;

#### currentPitch Source code

var protected float currentPitch;

#### currentYaw Source code

var protected float currentYaw;

#### driver Source code

var Character driver;

#### initialRotation Source code

var Rotator initialRotation;

#### motor Source code

var TurretMotor motor;

#### oldCollisionHeight Source code

var int oldCollisionHeight;

#### oldCollisionRadius Source code

var int oldCollisionRadius;

#### oldDriverWeapon Source code

var Weapon oldDriverWeapon;

#### targetPitch Source code

var protected int targetPitch;

#### targetYaw Source code

var protected int targetYaw;

#### TurretEntry Source code

var TurretEntry TurretEntry;

#### weapon Source code

var Weapon weapon;

### Turret

#### AIViewRate Source code

var(Turret) private float AIViewRate;

> Maximum turret rotation rate in degrees per second, while an AI is manning the turret

#### bCanBeManned Source code

var(Turret) bool bCanBeManned;

> Whether or not the turret can be manned by characters

#### bFlipPitchDisplay Source code

var(Turret) bool bFlipPitchDisplay;

> Turn this on if the turret appears to pitch the wrong way

#### bFlipYawDisplay Source code

var(Turret) bool bFlipYawDisplay;

> Turn this on if the turret appears to turn the wrong way

#### driverAnimation Source code

var(Turret) Name driverAnimation;

> The animation that the driver plays when seated in the turret

#### entry Source code

var(Turret) TurretEntryData entry;

#### MaxViewPitch Source code

var(Turret) float MaxViewPitch;

> 0 to ignore, or maximum pitch amount in degrees (from initial rotation)

#### MaxViewYaw Source code

var(Turret) float MaxViewYaw;

> 0 to ignore, or maximum yaw amount in degrees (from initial rotation)

#### pitchAxis Source code

var(Turret) int pitchAxis;

> The axis of rotation used for the pitch bone may sometimes need to be tweaked: 0, 1, 2 = X, Y, Z

#### pitchBone Source code

var(Turret) name pitchBone;

#### rootBone Source code

var(Turret) name rootBone;

#### seatBone Source code

var(Turret) name seatBone;

#### seatedCollisionHeight Source code

var(Turret) int seatedCollisionHeight;

> The collision height of the seated character

#### seatedCollisionRadius Source code

var(Turret) int seatedCollisionRadius;

> The collision radius of the seated character

#### ViewRate Source code

var(Turret) private float ViewRate;

> Maximum turret rotation rate in degrees per second

#### weaponClass Source code

var(Turret) class<Weapon> weaponClass;

#### yawAxis Source code

var(Turret) int yawAxis;

> The axis of rotation used for the yaw bone may sometimes need to be tweaked: 0, 1, 2 = X, Y, Z

#### yawOffset Source code

var(Turret) int yawOffset;

> Offset added to the yaw used for rotation display, may need to be tweaked in some cases

Structures Detail

#### TurretEntryData Source code

struct TurretEntryData
{

> var(Turret) float height;
> var(Turret) float radius;
> var(Turret) class<TurretEntry> turretEntryClass;

};

Functions Detail

#### BeginState Destructed Source code

simulated function BeginState ( ) )

#### BeginState Disabled Source code

simulated function BeginState ( ) )

#### BeginState Unpowered Source code

simulated function BeginState ( ) )

#### canTargetPoint Source code

function bool canTargetPoint ( Vector targetLoc) )

#### cleanupAI Source code

event bool cleanupAI ( ) )

#### ClientDriverEnter Source code

simulated function ClientDriverEnter ( Controller c, Character driver) )

#### ClientDriverLeave Source code

simulated function ClientDriverLeave ( Controller c, Character driver, float finalPitch, float finalYaw) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### DriverEnter Source code

function DriverEnter ( Character p) )

#### DriverLeave Source code

function bool DriverLeave ( bool bForceLeave) )

#### firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

#### getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

#### getViewRate Source code

simulated function float getViewRate ( ) )

#### initTurretAI Source code

function initTurretAI ( ) )

#### onTeamChange Source code

simulated function onTeamChange ( ) )

#### overrideCurrentRotation Source code

simulated function overrideCurrentRotation ( Rotator newRotation) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostLoadGame Source code

function PostLoadGame ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### rematchGoals Source code

function rematchGoals ( ) )

#### Tick Source code

simulated function Tick ( float deltaSeconds) )

#### TryToControl Source code

function bool TryToControl ( Character p) )

#### updateAim Source code

simulated function updateAim ( float deltaSeconds) )

#### updateModelRotation Source code

simulated function updateModelRotation ( ) )

Defaultproperties

    defaultproperties
    {
    	Mesh						= SkeletalMesh'BaseObjects.Turret'
    	bHardAttach					= false
    	bHidden						= false
    	bBlockActors				= true
    	bBlockHavok					= true
    	bBlockKarma					= false
    	bCollideActors				= true
    	bUseCylinderCollision		= false
    	bStatic						= false
    	CollisionRadius				= +0080.000000
    	CollisionHeight				= +0080.000000
    	bCollideWhenPlacing			= false
    	bOwnerNoSee					= true
    	bReplicateMovement			= false
    	bUpdateSimulatedPosition	= false
    	bNetNotify					= true
    	RemoteRole					= ROLE_SimulatedProxy
    	Physics						= PHYS_None

    	playerControllerState		= "PlayerTurreting"

    	entry						= (radius=50,height=50)
    	bGetOut						= false
    	weaponClass					= class'Spinfusor'
    	driverAnimation				= "pod_stand"

    	rootBone					= "base"
    	seatBone					= "character"
    	pitchBone					= "top"
    	pitchAxis					= 1
    	yawOffset					= 0
    	yawAxis						= 2

    	ViewRate					= 180
    	AIViewRate					= 180
    	MaxViewPitch				= 45
    	MaxViewYaw					= 0

    	seatedCollisionHeight		= 50
    	seatedCollisionRadius		= 36

    	AI_LOD_Level				= AILOD_MINIMAL

    	peripheralVision            = 0.1f
    	peripheralVisionZAngle		= 1.2217f
    	SightRadius					= 8000.0
    	VisionUpdateRange			= (Min=0.4,Max=0.6)

    	bWorldGeometry				= false

    	bCanBeManned				= true
    }

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Creation time: st 23.5.2018 00:10:37.804 - Created with UnCodeX