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# Gameplay.MPConsumable

Extends
  MPActor

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

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
MPConsumable
float | energyChange
float | healthChange
Name | idleAnim
float | respawnTime
float | speedScaleChange
Stats
class<Stat> | consumeStat

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

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | BeginState ())) Consumed
|  | CheckTouching ())) Available
|  | consume (Character c))
|  | EndState ())) Consumed
|  | onConsumed (Character c))
|  | PostBeginPlay ()))
|  | registerStats (StatTracker tracker))
|  | Timer ())) Consumed
|  | Touch (Actor Other))

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

Available Source code
auto simulated state Available

CheckTouching

Consumed Source code
state Consumed

BeginState, EndState, Timer

Variables Detail

### MPConsumable

#### energyChange Source code

var(MPConsumable) float energyChange;

> Change the player's energy by this amount when consumed.

#### healthChange Source code

var(MPConsumable) float healthChange;

> Change the player's health by this amount when consumed.

#### idleAnim Source code

var(MPConsumable) Name idleAnim;

> An animation to play.

#### respawnTime Source code

var(MPConsumable) float respawnTime;

> The amount of time it takes this consumable to respawn after being consumed. -1 means it won't respawn.

#### speedScaleChange Source code

var(MPConsumable) float speedScaleChange;

> Scale the player's speed by this amount when consumed.

### Stats

#### consumeStat Source code

var(Stats) class<Stat> consumeStat;

> The stat awarded for consuming this consumable.

Functions Detail

#### BeginState Consumed Source code

function BeginState ( ) )

#### CheckTouching Available Source code

function CheckTouching ( ) )

#### consume Source code

function consume ( Character c) )

#### EndState Consumed Source code

function EndState ( ) )

#### onConsumed Source code

function onConsumed ( Character c) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### registerStats Source code

function registerStats ( StatTracker tracker) )

#### Timer Consumed Source code

function Timer ( ) )

#### Touch Source code

singular function Touch ( Actor Other) )

Defaultproperties

    defaultproperties
    {
    	DrawType					= DT_StaticMesh
    	StaticMesh					= StaticMesh'MPGameObjects.Ball'
    	Physics						= PHYS_None
        bUseCylinderCollision		= false
    	bCollideActors				= true
    	bCollideWorld				= true
    	bStatic						= false
    	bBlockActors				= false
    	bBlockPlayers				= false

    	bRotateToDesired			= false
    	bHardAttach					= true
    	bBlockKarma					= false

        bDynamicLight=true
        LightHue=40
        LightBrightness=200
        LightType=LT_Steady
        LightEffect=LE_QuadraticNonIncidence
        LightRadius=10

    	respawnTime					= 20
    	energyChange				= 0
    	healthChange				= 0
    	speedScaleChange			= 1.0
    }

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Creation time: st 23.5.2018 00:10:32.939 - Created with UnCodeX