|
Function Summary |
bool |
CanBeUsed(Actor Other)
//============================================================================
//
// CanBeUsed
//
// Whether the actor can be used.
//============================================================================
|
name |
GetUseAnim()
//============================================================================
//
// GetUseAnim
//
// Returns the animation that the player (or a viking) should play when
// this item is 'used'.
//============================================================================
|
int |
GetUsePriority()
//============================================================================
//
// GetUsePriority
//
// Returns the priority of the weapon, lower is better
//============================================================================
|
EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
|
bool |
UseTrigger(Actor Other)
//============================================================================
//
// UseTrigger
//
// When 'used', kegs are destroyed (via a kick animation)
//============================================================================
|