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# Gameplay.EmergencySpawnPoint

Extends
  ObjectSpawnPoint

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

Variables Summary

Inherited Variables from Gameplay.ObjectSpawnPoint
bCanSpawnMultiples, bFinishedClosing, bFinishedDeployEnd, bFirstSpawn, bHoldingObject, bWaitingForObject, bWatchingObject, objectAttachBone, objectType, respawnAnimTime, respawnDelay, spawnedObject, spawnOffset, spawnRotationOffset, useableObject, useableObjectCollisionHeight, useableObjectCollisionRadius, 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

Functions Summary

Inherited Functions from Gameplay.ObjectSpawnPoint
BeginState, CanBeUsedBy, Destroyed, destroyHeldObject, isOpenedAnimPlaying, latentExecuteActive, OnPlayerUsed, 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

States Summary

Unpowered Source code
simulated state Unpowered

Defaultproperties

    defaultproperties
    {
    	bCanSpawnMultiples	= true
    	bCanBeDamaged		= false
    }

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Creation time: st 23.5.2018 00:10:29.517 - Created with UnCodeX