Legacy:WeaponLocker - Unreal Wiki

# Legacy:WeaponLocker

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UT2004 :: Actor >> Pickup >> WeaponLocker (Package: XWeapons)

The WeaponLocker is a mutli-pickup base for weapons. Extra ammo is available for each weapon as well.

## Struct

### WeaponEntry

Both these properties are available for editing.

class<Weapon> WeaponClass
  The weapon class available for pickup.
int ExtraAmmo
  Amount of extra ammo for this weapon.

### PawnToucher

Both these properties are hidden.

Pawn P
  The Pawn attempting to get the weapons.
float NextTouchTime
  The next time in `Level.Seconds` the Pawn can pickup weapons.

## Properties

### Main

bool bSentinelProtected
  Protected by an ASVehicle_Sentinel Pawn.
array<WeaponEntry> Weapons
  The weapons this lockers has available.

### Hidden

string LockerString (localized)
FX_WeaponLocker Effect
array<PawnToucher> Customers
  The Pawn customers that have visited this WeaponLocker.

## Functions

bool AddCustomer( Pawn P )
bool HasCustomer( Pawn P )
PostNetBeginPlay() (simulated)
  Calls `Super.PostNetBeginPlay()`. Sets `MaxDesireability = 0`. If `bHidden`, returns. Sets `MaxDesireability` higher for each `WeaponClass.Default.AIRating` is has. Calls `SpawnLockerWeapon()`. If `Level.NetMode != NM_DedicatedServer`, calls `Effect = Spawn(class'FX_WeaponLocker', Self,, Location, Rotation )`.
Destroyed() (simulated)
  Destroys Effect before calling `Super.Destroyed()`.
UpdateHUD( HUD H ) (simulated, static)
  Sets `H.LastPickupTime = H.Level.TimeSeconds` and `H.LastWeaponPickupTime = H.LastPickupTime`.
Reset()
  EMPTY
SpawnLockerWeapon() (simulated)
  Spawns the Weapon Meshes from a Mesh Emitter.
string GetHumanReadableName() (simulated)
  Returns LockerString.
float BotDesireability( Pawn Bot)
  Tell the bot how much it wants this weapon pickup. Called when the bot is trying to decide which inventory pickup to go after next.
float DetourWeight( Pawn Other, float PathWeight )
  Value of this path to take a quick detour. (usually 0, used when on route to distant objective, but want to grab inventory for example)
UpdatePrecacheMaterials() (simulated)

## States

### LockerPickup (auto)

#### Functions

bool ReadyToPickup( float MaxWait )
  Returns true.
bool ValidTouch( Actor Other ) (simulated)
  Validate touch (if valid return true to let other pick me up and trigger event).
Touch( Actor Other ) (simulated)
  If touched by a player pawn, let him pick this up.

### Disabled

#### Functions

BeginState() (simulated)
  Destroys all LockerWeapon class actors. Destroys Effect.

## Related Topics

- Weapon
- Inventory Item Placement

## Discussion

SuperApe: Created.

Category: Legacy Class (UT2004)

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