/** * 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;