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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

You're reading from   Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide Create games beyond your imagination with the Unreal Development Kit

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691925
Length 466 pages
Edition 1st Edition
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Author (1):
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Rachel Cordone Rachel Cordone
Author Profile Icon Rachel Cordone
Rachel Cordone
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Table of Contents (18) Chapters Close

Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Project Setup and Test Environments FREE CHAPTER 2. Storing and Manipulating Data 3. Understanding the Class Tree 4. Making Custom Classes 5. Using Functions 6. Using States to Control Behavior 7. Working with Kismet 8. Creating Multiplayer Games 9. Debugging and Optimization 10. Odds and Ends Pop Quiz Answers Index

The super


From our lessons on inheritance, we know that when we override a function we completely change the functionality of it. But what if we still want the functionality of the superclass, we just want to add to it? We've used it before, so let's talk about the super real quick.

Calling the super executes the function in the superclass. When we used PostBeginPlay in AwesomeGame for instance, we started by writing it like this:

simulated function PostBeginPlay()
{
    super.PostBeginPlay();
}

Instead of completely overriding it and emptying it out, this has the same effect of not having PostBeginPlay in our class at all since all we're doing is calling the superclass's version. With that in place we started to add more functionality.

There are instances where we wouldn't want the superclass's version of the function to run at all, so we wouldn't use the call to the super. If, for example, we had a Projectile class, the event called HitWall calls the Explode function. But what if this particular...

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