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Function Summary |
bool |
CanBeUsed(Actor Other)
//============================================================================
//
// CanBeUsed
//
// Whether the actor can be used.
//============================================================================
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void |
ChangedState()
// State of trigger changed, query bInitiallyActive to tell state
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void |
Fired(Actor Other)
//--------------------------------------------------------
//
// Fired
//
//--------------------------------------------------------
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name |
GetUseAnim()
//============================================================================
//
// GetUseAnim
//
// Returns the animation that the player (or a viking) should play when
// this item is 'used'.
//============================================================================
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int |
GetUsePriority()
//============================================================================
//
// GetUsePriority
//
// Returns the priority of the weapon, lower is better
//============================================================================
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EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
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void |
PreBeginPlay() |
void |
Timer()
//--------------------------------------------------------
//
// Timer
//
//--------------------------------------------------------
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