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State Dormant Function Summary |
void |
UnTouch(Actor Other)
//
// When something untouches the trigger.
//
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bool |
UseTrigger(Actor Other)
//
// Called when somethings uses trigger
//
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bool |
JointDamaged(int Damage, Pawn EventInstigator, vector HitLoc, vector Momentum, name DamageType, int joint)
//
// Called when something damages the trigger
//
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void |
Touch(Actor Other)
//
// Called when something touches the trigger.
//
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void |
Timer()
// Used for RepeatTrigger (only valid for TT_Touch)
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bool |
IsRelevant(Actor Other)
//
// See whether the other actor is relevant to this trigger.
//
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void |
UnTriggerAction(Actor Receiver, Actor Cause, Pawn EventInstigator)
//--------------------------------------------------------
//
// UnTriggerAction
//
// This is the action that happens to each receiver when I am un-triggered
// Override this for different trigger types
//--------------------------------------------------------
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void |
TriggerAction(Actor Receiver, Actor Cause, Pawn EventInstigator)
//--------------------------------------------------------
//
// TriggerAction
//
// This is the action that happens to each receiver when I am triggered
// Override this for different trigger types
//--------------------------------------------------------
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void |
Fired(Actor Other)
//--------------------------------------------------------
//
// Fired
//
// Happens when fired by any means (happens once per triggering)
//--------------------------------------------------------
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