38 lines
1.2 KiB
Ucode
38 lines
1.2 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKWeaponPawn extends UDKVehicleBase
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native
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nativereplication
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notplaceable;
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/** MyVehicle points to the vehicle that houses this WeaponPawn and is replicated */
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var repnotify UDKVehicle MyVehicle;
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/** MyVehicleWeapon points to the weapon associated with this WeaponPawn and is replicated */
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var repnotify UDKWeapon MyVehicleWeapon;
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/** An index in to the Seats array of the vehicle housing this WeaponPawn. It is replicated */
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var repnotify int MySeatIndex;
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replication
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{
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if (Role == ROLE_Authority)
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MySeatIndex, MyVehicle, MyVehicleWeapon;
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}
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cpptext
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{
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virtual void TickSpecial( FLOAT DeltaSeconds );
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virtual AVehicle* GetVehicleBase();
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INT* GetOptimizedRepList(BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
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}
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/**
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* @param RequestedBy - the Actor requesting the target location
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* @param bRequestAlternateLoc (optional) - return a secondary target location if there are multiple
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* @return the optimal location to fire weapons at this actor
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*/
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simulated native function vector GetTargetLocation(optional Actor RequestedBy, optional bool bRequestAlternateLoc) const;
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