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# Gameplay.MPCarryable

Extends
  MPActor
Modifiers
  native dependsOn ( ObjectiveInfo ) dependsOn ( Vehicle )

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

#### Direct Known Subclasses:

> MPBall, MPCapturable, MPMetaCarryable, MPPowerUp, MPRabbitFlag

Constants Summary
MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR | = | 1000
MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR | = | 0.001
MPC_LINEAR_VELOCITY_ACCURACY_FACTOR | = | 100
MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR | = | 0.01

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
bool | bCarriedEffect
bool | bHome
bool | bHomeEffect
bool | bHotPotato
bool | bInitialization
bool | bInitialized
bool | bLocalCarriedEffect
bool | bLocalHomeEffect
bool | bLocalPreReturnEffect
bool | bLocalThrowingEffect
bool | bOldWasDropped
bool | bPreReturnEffect
bool | bThrowingEffect
bool | bWasDropped
Character | carrier
Controller | carrierController
Vehicle.DesiredHavokState | currentDesiredHavokState
Timer | existenceTimer
MPCarryableContainer | homeContainer
Vector | homeLocation
Rotator | homeRotation
Character | lastCarrier
float | lastEnergyBarrierCollisionTime
float | lastStateReceiveTime
float | maximumNextNetUpdateTime
float | minimumNextNetUpdateTime
int | numCarried
int | padding[1]
Rotator | pickupRotation
HavokCarryableReplicationState | ReplicationState
float | timeBetweenEnergyBarrierCollisions
float | timeDropped
float | timePickedUp
EffectEvents
Name | carryingEffectEvent
Name | dropEffectEvent
Name | idlingEffectEvent
Name | idlingHomeEffectEvent
Name | pickupEffectEvent
Name | preReturnEffectEvent
Name | returnedHomeEffectEvent
Name | throwingEffectEvent
Name | thrownEffectEvent
Havok
float | clientInterpolationPeriod
float | clientInterpolationSnapDistance
float | maximumNetUpdateInterval
float | minimumNetUpdateInterval
LocalMessage
class<Engine.LocalMessage> | CarryableMessageClass
MPCarryable
Name | attachmentSocket
bool | bAllowThroughEnergyBarriers
bool | bBlockActorsWhenDropped
bool | bCanBeGrappledAtHome
bool | bCanBeGrappledInField
bool | bCanBringIntoVehicle
bool | bDontReplicateEffects
bool | bIsWeaponType
bool | bRandomizeStartingRotation
name | carriedAnimation
class<MPCarryableThrower> | carriedObjectClass
float | damagePerSecondAfterMaxTimeCarried
array<class<MPMetaCarryable>> | denominations
EPhysics | droppedPhysics
float | elasticity
float | existenceTime
float | extraMass
Material | hudIcon
MatCoords | hudIconCoords
float | inheritedVelocityFactor
int | maxCarried
float | maxRespawnTime
float | maxTimeCarried
Mesh | meshWhileCarried
float | minRespawnTime
Vector | offsetCOM
array<Vector> | randomStartingLocations
float | returnTime
float | selfPickupTimeout
float | spread
StaticMesh | staticMeshWhileCarried
int | stopSpeed
Stats
class<Stat> | carrierKillStat
class<Stat> | pickupStat

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

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
HavokCarryableReplicationState Position, Rotation, LinVel, AngVel, bNewState

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | attachDenomination ()))
|  | attachToCarrier ()))
| bool | attemptPickup (Character c, optional bool ignoreLastCarrierCheck))
|  | BaseChange ()
|  | BeginState ())) Dropped
|  | BeginState ())) Held
|  | BeginState ())) Home
|  | BeginState ())) Initialization
|  | BeginState ())) Locked
|  | BeginState ())) Respawning
| bool | canCombineWith (class<MPCarryable> targetClass))
|  | CheckTouching ())) Home
| Vector | chooseHomeLocation ()))
|  | cleanup ()))
|  | clearCarrier ()))
|  | Destroyed ()))
|  | drop (optional bool bSpread))
|  | EndState ())) Dropped
|  | EndState ())) Held
|  | EndState ())) Home
|  | EndState ())) Locked
|  | EndState ())) Respawning
|  | EnergyBarrierCollision ()))
|  | existenceTimerExpired ()))
|  | forceNetDirty ()
| Object | getCarriedMesh ()))
| int | getMaxCarried ()))
| int | getNumCarryables ()))
| Vector | GetObjectiveLocation ()))
| Pawn | getViewTarget ())) Held
|  | HitWall (vector HitNormal, actor Wall))
| bool | isReplicatedInstance ()))
| bool | needToPushStateToClient ()))
|  | onCarrierDeath (Controller Killer))
|  | onCharacterPassedThrough (Character c))
|  | onDropped (Controller c))
|  | onDropTimerExpired ()))
|  | onExistenceTimerExpired ()))
|  | onGrappled (Character c))
|  | onPickedUp (Character c))
|  | pickup (Character c))
|  | PostBeginPlay ()))
|  | PostNetBeginPlay ()))
|  | PostNetReceive ()))
|  | pushStateToClient ()))
|  | registerStats (StatTracker tracker))
|  | returnToHome (optional bool bSignificant))
|  | returnToHome (optional bool bSignificant)) Home
|  | setCarrier (Character c))
|  | setMovementReplication (bool replicate))
|  | setup ())) Held
|  | Tick (float Delta))
|  | Tick (float Delta)) Held
|  | Timer ())) Dropped
|  | Timer ())) Held
|  | Timer ())) Respawning
|  | toss ()))
|  | Touch (Actor Other))
|  | unifiedSetMesh (Object m))
|  | unsetup ()))
|  | updateCarryableEffects ()))
|  | updateHavok ()))
| bool | validCarrier (Character c, optional bool ignoreLastCarrierCheck))

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

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

Dropped Source code
state Dropped

BeginState, EndState, Timer

Held Source code
state Held

BeginState, EndState, getViewTarget, setup, Tick, Timer

Home Source code
state Home

BeginState, CheckTouching, EndState, returnToHome

Initialization Source code
auto simulated state Initialization

BeginState

Locked Source code
state Locked

BeginState, EndState

Respawning Source code
state Respawning

BeginState, EndState, Timer

Constants Detail

#### MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR Source code

const MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR = 1000;

#### MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.001;

#### MPC_LINEAR_VELOCITY_ACCURACY_FACTOR Source code

const MPC_LINEAR_VELOCITY_ACCURACY_FACTOR = 100;

#### MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01;

Variables Detail

#### bCarriedEffect Source code

var bool bCarriedEffect;

#### bHome Source code

var bool bHome;

#### bHomeEffect Source code

var bool bHomeEffect;

#### bHotPotato Source code

var bool bHotPotato;

#### bInitialization Source code

var bool bInitialization;

#### bInitialized Source code

var bool bInitialized;

#### bLocalCarriedEffect Source code

var bool bLocalCarriedEffect;

#### bLocalHomeEffect Source code

var bool bLocalHomeEffect;

#### bLocalPreReturnEffect Source code

var bool bLocalPreReturnEffect;

#### bLocalThrowingEffect Source code

var bool bLocalThrowingEffect;

#### bOldWasDropped Source code

var bool bOldWasDropped;

#### bPreReturnEffect Source code

var bool bPreReturnEffect;

#### bThrowingEffect Source code

var bool bThrowingEffect;

#### bWasDropped Source code

var bool bWasDropped;

#### carrier Source code

var Character carrier;

#### carrierController Source code

var Controller carrierController;

#### currentDesiredHavokState Source code

var Vehicle.DesiredHavokState currentDesiredHavokState;

#### existenceTimer Source code

var Timer existenceTimer;

#### homeContainer Source code

var MPCarryableContainer homeContainer;

#### homeLocation Source code

var Vector homeLocation;

#### homeRotation Source code

var Rotator homeRotation;

#### lastCarrier Source code

var Character lastCarrier;

#### lastEnergyBarrierCollisionTime Source code

var float lastEnergyBarrierCollisionTime;

#### lastStateReceiveTime Source code

var float lastStateReceiveTime;

#### maximumNextNetUpdateTime Source code

var float maximumNextNetUpdateTime;

#### minimumNextNetUpdateTime Source code

var float minimumNextNetUpdateTime;

#### numCarried Source code

var int numCarried;

#### padding[1] Source code

var transient noexport private const int padding[1];

#### pickupRotation Source code

var Rotator pickupRotation;

#### ReplicationState Source code

var HavokCarryableReplicationState ReplicationState;

#### timeBetweenEnergyBarrierCollisions Source code

var float timeBetweenEnergyBarrierCollisions;

#### timeDropped Source code

var float timeDropped;

#### timePickedUp Source code

var float timePickedUp;

### EffectEvents

#### carryingEffectEvent Source code

var(EffectEvents) Name carryingEffectEvent;

> The name of an effect event that loops on the carryable while carried

#### dropEffectEvent Source code

var(EffectEvents) Name dropEffectEvent;

> The name of an effect event that plays once on the carryable when dropped

#### idlingEffectEvent Source code

var(EffectEvents) Name idlingEffectEvent;

> The name of an effect event that loops on the carryable when it is in the world

#### idlingHomeEffectEvent Source code

var(EffectEvents) Name idlingHomeEffectEvent;

> The name of an effect event that loops on the carryable when it is idling at its home location

#### pickupEffectEvent Source code

var(EffectEvents) Name pickupEffectEvent;

> The name of an effect event that plays once on the carryable when picked up

#### preReturnEffectEvent Source code

var(EffectEvents) Name preReturnEffectEvent;

> The name of an effect event that plays once on the carryable just before it returns home

#### returnedHomeEffectEvent Source code

var(EffectEvents) Name returnedHomeEffectEvent;

> The name of an effect event that plays once on the carryable after it returns home

#### throwingEffectEvent Source code

var(EffectEvents) Name throwingEffectEvent;

> The name of an effect event that loops on the carryable when the throw button is held

#### thrownEffectEvent Source code

var(EffectEvents) Name thrownEffectEvent;

> The name of an effect event that plays once on the carryable when thrown

### Havok

#### clientInterpolationPeriod Source code

var(Havok) float clientInterpolationPeriod;

#### clientInterpolationSnapDistance Source code

var(Havok) float clientInterpolationSnapDistance;

#### maximumNetUpdateInterval Source code

var(Havok) float maximumNetUpdateInterval;

#### minimumNetUpdateInterval Source code

var(Havok) float minimumNetUpdateInterval;

### LocalMessage

#### CarryableMessageClass Source code

var(LocalMessage) class<Engine.LocalMessage> CarryableMessageClass;

> The class used for displaying messages and playing effects related to carryables.

### MPCarryable

#### attachmentSocket Source code

var(MPCarryable) Name attachmentSocket;

> The name of the socket where this carryable should be attached when carried.

#### bAllowThroughEnergyBarriers Source code

var(MPCarryable) bool bAllowThroughEnergyBarriers;

> If true, you can carry or throw this carryable through friendly energy barriers.

#### bBlockActorsWhenDropped Source code

var(MPCarryable) bool bBlockActorsWhenDropped;

> If true will be set bBlockActors to true when dropped.

#### bCanBeGrappledAtHome Source code

var(MPCarryable) bool bCanBeGrappledAtHome;

> If true, you can pickup this carryable at its home by grappling it.

#### bCanBeGrappledInField Source code

var(MPCarryable) bool bCanBeGrappledInField;

> If true, you can pickup this carryable in the field by grappling it.

#### bCanBringIntoVehicle Source code

var(MPCarryable) bool bCanBringIntoVehicle;

> If true, players carrying this carryable can enter vehicles.

#### bDontReplicateEffects Source code

var(MPCarryable) bool bDontReplicateEffects;

> If true, no effects will be replicated to clients. Useful if there are many instances

#### bIsWeaponType Source code

var(MPCarryable) bool bIsWeaponType;

> If true, the carryable is carried and selected like a weapon and thrown when the weapon is fired as normal. If false, the carryable is not part of the player's inventory and is thrown with the alt-fire key.

#### bRandomizeStartingRotation Source code

var(MPCarryable) bool bRandomizeStartingRotation;

> Should the yaw of this object be randomized?

#### carriedAnimation Source code

var(MPCarryable) name carriedAnimation;

> Anim to play while carried. Not applicable for static meshes.

#### carriedObjectClass Source code

var(MPCarryable) class<MPCarryableThrower> carriedObjectClass;

> This class gets carried while the player is holding the object

#### damagePerSecondAfterMaxTimeCarried Source code

var(MPCarryable) float damagePerSecondAfterMaxTimeCarried;

> After maxTimeCarried expires, this amount of damage is applied to the carrier per second. If 0, it's disabled and the player will simply drop the carryable instead.

#### denominations Source code

var(MPCarryable) array<class<MPMetaCarryable>> denominations;

> If maxCarried > 0, you can add denominations in order to group numerous carryables together. A denomination is an MPMetaCarryable class.

#### droppedPhysics Source code

var(MPCarryable) EPhysics droppedPhysics;

> The physics state when dropped

#### elasticity Source code

var(MPCarryable) float elasticity;

> How much the object bounces

#### existenceTime Source code

var(MPCarryable) float existenceTime;

> How long this carryable will remain in existence after being picked up from its home location. 0 or less to disable.

#### extraMass Source code

var(MPCarryable) float extraMass;

> If used, adds this many kilograms to the player when picked up.

#### hudIcon Source code

var(MPCarryable) config Material hudIcon;

> The icon displayed in the player's hud while this object is held

#### hudIconCoords Source code

var(MPCarryable) config MatCoords hudIconCoords;

> UV coordinates of the hud icon space in the hudIcon material

#### inheritedVelocityFactor Source code

var(MPCarryable) float inheritedVelocityFactor;

> Percentage of velocity the carryable will inherit when dropped after carrier death.

#### maxCarried Source code

var(MPCarryable) int maxCarried;

> The maximum number of carryables of this type that you can carry at a time

#### maxRespawnTime Source code

var(MPCarryable) float maxRespawnTime;

> The maximum time it takes for the carryable to respawn after it has been returned.

#### maxTimeCarried Source code

var(MPCarryable) float maxTimeCarried;

> The maximum number of seconds this carryable can be held. 0 or less disables the limit.

#### meshWhileCarried Source code

var(MPCarryable) Mesh meshWhileCarried;

> If set, use this mesh when carried.

#### minRespawnTime Source code

var(MPCarryable) float minRespawnTime;

> The minimum time it takes for the carryable to respawn after it has been returned.

#### offsetCOM Source code

var(MPCarryable) Vector offsetCOM;

> Offset the center of mass when using Havok

#### randomStartingLocations Source code

var(MPCarryable) array<Vector> randomStartingLocations;

> Put extra locations in this array if you want the carryable to respawn at them randomly. (NOT FULLY IMPLEMENTED)

#### returnTime Source code

var(MPCarryable) float returnTime;

> How long this carryable takes to return when it is dropped. -1 to disable.

#### selfPickupTimeout Source code

var(MPCarryable) float selfPickupTimeout;

> Number of seconds before you can pickup this object after dropping it

#### spread Source code

var(MPCarryable) float spread;

> The degree to which multiple carryables will randomly spread

#### staticMeshWhileCarried Source code

var(MPCarryable) StaticMesh staticMeshWhileCarried;

> If set, use this static mesh when carried.

#### stopSpeed Source code

var(MPCarryable) int stopSpeed;

> Speed at which this object will stop moving

### Stats

#### carrierKillStat Source code

var(Stats) class<Stat> carrierKillStat;

> The stat awarded for killing the carrier of this carryable

#### pickupStat Source code

var(Stats) class<Stat> pickupStat;

> The stat awarded for picking up this carryable

Structures Detail

#### HavokCarryableReplicationState Source code

struct HavokCarryableReplicationState
{

> var vector AngVel;
> var bool bNewState;
> var vector LinVel;
> var vector Position;
> var quat Rotation;

};

Functions Detail

#### attachDenomination Source code

function attachDenomination ( ) )

#### attachToCarrier Source code

function attachToCarrier ( ) )

#### attemptPickup Source code

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

#### BaseChange Source code

singular event BaseChange ( )

#### BeginState Dropped Source code

function BeginState ( ) )

#### BeginState Held Source code

function BeginState ( ) )

#### BeginState Home Source code

function BeginState ( ) )

#### BeginState Initialization Source code

simulated function BeginState ( ) )

#### BeginState Locked Source code

function BeginState ( ) )

#### BeginState Respawning Source code

function BeginState ( ) )

#### canCombineWith Source code

function bool canCombineWith ( class<MPCarryable> targetClass) )

#### CheckTouching Home Source code

function CheckTouching ( ) )

#### chooseHomeLocation Source code

function Vector chooseHomeLocation ( ) )

#### cleanup Source code

function cleanup ( ) )

#### clearCarrier Source code

function clearCarrier ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### drop Source code

function drop ( optional bool bSpread) )

#### EndState Dropped Source code

function EndState ( ) )

#### EndState Held Source code

function EndState ( ) )

#### EndState Home Source code

function EndState ( ) )

#### EndState Locked Source code

function EndState ( ) )

#### EndState Respawning Source code

function EndState ( ) )

#### EnergyBarrierCollision Source code

event EnergyBarrierCollision ( ) )

#### existenceTimerExpired Source code

function existenceTimerExpired ( ) )

#### forceNetDirty Source code

native function forceNetDirty ( )

#### getCarriedMesh Source code

simulated static function Object getCarriedMesh ( ) )

#### getMaxCarried Source code

function int getMaxCarried ( ) )

#### getNumCarryables Source code

function int getNumCarryables ( ) )

#### GetObjectiveLocation Source code

simulated function Vector GetObjectiveLocation ( ) )

#### getViewTarget Held Source code

function Pawn getViewTarget ( ) )

#### HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

#### isReplicatedInstance Source code

function bool isReplicatedInstance ( ) )

#### needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

#### onCarrierDeath Source code

function onCarrierDeath ( Controller Killer) )

#### onCharacterPassedThrough Source code

function onCharacterPassedThrough ( Character c) )

#### onDropped Source code

function onDropped ( Controller c) )

#### onDropTimerExpired Source code

function onDropTimerExpired ( ) )

#### onExistenceTimerExpired Source code

function onExistenceTimerExpired ( ) )

#### onGrappled Source code

function onGrappled ( Character c) )

#### onPickedUp Source code

function onPickedUp ( Character c) )

#### pickup Source code

function pickup ( Character c) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### pushStateToClient Source code

function pushStateToClient ( ) )

#### registerStats Source code

function registerStats ( StatTracker tracker) )

#### returnToHome Source code

function returnToHome ( optional bool bSignificant) )

#### returnToHome Home Source code

function returnToHome ( optional bool bSignificant) )

#### setCarrier Source code

function setCarrier ( Character c) )

#### setMovementReplication Source code

function setMovementReplication ( bool replicate) )

#### setup Held Source code

function setup ( ) )

#### Tick Source code

simulated event Tick ( float Delta) )

#### Tick Held Source code

event Tick ( float Delta) )

#### Timer Dropped Source code

function Timer ( ) )

#### Timer Held Source code

function Timer ( ) )

#### Timer Respawning Source code

function Timer ( ) )

#### toss Source code

simulated event toss ( ) )

#### Touch Source code

singular function Touch ( Actor Other) )

#### unifiedSetMesh Source code

simulated function unifiedSetMesh ( Object m) )

#### unsetup Source code

function unsetup ( ) )

#### updateCarryableEffects Source code

simulated function updateCarryableEffects ( ) )

#### updateHavok Source code

simulated function updateHavok ( ) )

#### validCarrier Source code

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

Defaultproperties

    defaultproperties
    {
        NetUpdateFrequency			= 100
    	RemoteRole					= ROLE_SimulatedProxy

    	DrawType					= DT_StaticMesh
    	StaticMesh					= StaticMesh'MPGameObjects.MPFlag'
    	Physics						= PHYS_None
    	droppedPhysics				= PHYS_Falling
    	CollisionRadius				= 30
    	CollisionHeight				= 30
    	stopSpeed					= 40
        bUseCylinderCollision		= true
    	bCollideActors				= true
    	bCollideWorld				= true
    	bBounce						= true
    	bStatic						= false
    	bStasis						= false
    	bBlockActors				= false
    	bBlockPlayers				= false
    	bNetNotify					= true
    	bNeedLifetimeEffectEvents	= true
    	bUseCompressedPosition		= false

    	bProjTarget					= false
    	selfPickupTimeout			= 0.4
    	elasticity					= 0.2
    	GravityScale				= 1.0
    	Mass						= 100
    	bRotateToDesired			= false
    	maxCarried					= 1
    	returnTime					= 20
    	spread						= 500
    	bHardAttach					= true
    	bOwnerNoSee					= true
    	bBlockKarma					= false
    	bRandomizeStartingRotation	= false
    	bCanBeGrappledInField		= true
    	bCanBeGrappledAtHome		= false
    	maxTimeCarried				= -1
    	damagePerSecondAfterMaxTimeCarried	= 0
    	timeBetweenEnergyBarrierCollisions	= 3

    	pickupEffectEvent			= PickedUp
    	dropEffectEvent				= Dropped
    	thrownEffectEvent			= Thrown
    	carryingEffectEvent			= Carrying
    	idlingEffectEvent			= Idling
    	throwingEffectEvent			= Throwing
    	idlingHomeEffectEvent		= IdlingHome
    	returnedHomeEffectEvent		= Returned
    	preReturnEffectEvent		= PreReturned

    	carriedObjectClass			= class'MPCarryableThrower'
    	CarryableMessageClass		= class'MPCarryableMessages'

    	primaryFriendlyObjectiveDesc	= "Defend your team's carryable"
    	primaryEnemyObjectiveDesc		= "Get the enemy carryable"
    	primaryNeutralObjectiveDesc		= "Get the carryable"
    	attachmentSocket				= "flag"

    	maximumNetUpdateInterval=0.5
    	minimumNetUpdateInterval=0.2

    	bNetInitialRotation=true

    	NetPriority=3.0

    	bBlockHavok 					= false

    	hudIcon				= texture'HUD.HelpTab'
    	hudIconCoords		= (U=0,V=14,UL=80,VL=40)

    	bBlockActorsWhenDropped		= true
    	inheritedVelocityFactor		= 0.85

    	clientInterpolationPeriod = 0.1
    	clientInterpolationSnapDistance = 50
    }

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Creation time: st 23.5.2018 00:10:32.877 - Created with UnCodeX