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KF2-Dev-Scripts/UDKBase/classes/UDKWeaponPawn.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKWeaponPawn extends UDKVehicleBase
native
nativereplication
notplaceable;
/** MyVehicle points to the vehicle that houses this WeaponPawn and is replicated */
var repnotify UDKVehicle MyVehicle;
/** MyVehicleWeapon points to the weapon associated with this WeaponPawn and is replicated */
var repnotify UDKWeapon MyVehicleWeapon;
/** An index in to the Seats array of the vehicle housing this WeaponPawn. It is replicated */
var repnotify int MySeatIndex;
replication
{
if (Role == ROLE_Authority)
MySeatIndex, MyVehicle, MyVehicleWeapon;
}
cpptext
{
virtual void TickSpecial( FLOAT DeltaSeconds );
virtual AVehicle* GetVehicleBase();
INT* GetOptimizedRepList(BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
}
/**
* @param RequestedBy - the Actor requesting the target location
* @param bRequestAlternateLoc (optional) - return a secondary target location if there are multiple
* @return the optimal location to fire weapons at this actor
*/
simulated native function vector GetTargetLocation(optional Actor RequestedBy, optional bool bRequestAlternateLoc) const;