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# Special UnrealScript Keywords

Special keywords in UnrealScript.

## Self

The Self keyword represents the object it is used it.

    Self.Destroy();

has the same meaning like

    Destroy();

Self isn't really useful here, but the next (silly ) example will not work without it:

    Level.Game.RegisterDamageMutator(Self);
    if ( Level.Game.BaseMutator == Self );
        log("I'm the boss");

## None

None is an empty object reference. Every object variable (classes, Actors, UWindow stuff) can take this value.

Note: You cannot access the properties of object references set to None. Trying to do so causes so-called Accessed None log warnings. Accessed Nones can lead to unexpected results and should be avoided by using something like:

    if ( MyActor != None ) {
        ...
    }

## Default

The Default keyword is used to access default properties of variables in a class.

Note that the two following lines will always log the same values:

    log(Class.Default.ItemName);
    log(Default.ItemName);

Note that you can also change the default variable value by using the same syntax:

    MyObject.Default.SomeVar = SomeNewDefaultValue;

Of course you'll lose the old default value if you do this, so if you want it back you'll have to save it yourself, or restart the level.

## Static

The Static keyword is used to call static functions of a class:

    class'DeathMatchPlus'.Static.StaticSaveConfig();

## Super

With the Super keyword you can call functions in the same state of a superclass of this object.

Let's take the BugEyedMonster class from Extending States. Its superclass Monster is a subclass of Pawn: Pawn >> Monster >> BugEyedMonster.

Let's suppose you have overridden the Monster's PostBeginPlay function in BugEyedMonster, but it should still execute the stuff in the Monster class's PostBeginPlay function. It would be a bad idea to copy all of the code from Monster.PostBeginPlay to BugEyedMonster.PostBeginPlay.

The better way would be this:

    function PostBeginPlay()
    {
        // our own code here
        Super.PostBeginPlay(); // do the stuff from Monster
    }

It might seem obvious, but these functions do not share their local variables. They are completely different functions. If PostBeginPlay() got some variables passed to it, you will have to pass them along in the Super.PostBeginPlay() statement if you want Monster's version of the function to have them too.

Now let's say you have another function WhatToDoNext in your BugEyedMonster class. You need to execute the stuff from the Pawn class's WhatToDoNext function, but not the code from the Monster class. Again copying code isn't the solution. Pawn is a superclass of our BugEyedMonster, so you can use the Super keyword again, this time with a slightly different syntax:

    function WhatToDoNext(name LikelyState, name LikelyLabel)
    {
        Super(Pawn).WhatToDoNext(LikelyState, LikelyLabel);
        ...
    }

Again: If the BugEyedMonster is in a certain state then WhatToDoNext function of the same state in the Pawn class will be called. If Pawn doesn't have that state or the function isn't declared in that state of the Pawn class or any of its superclasses, then the non-state WhatToDoNext function of the Pawn class will be executed. If Pawn also doesn't have a global WhatToDoNext function then the global WhatToDoNext function of the most-derived superclass will be used. In any other case (i.e. there's no WhatToDoNext function in Pawn or any superclass) the compiler will tell you about that.

## Global

The Global keyword calls the most-derived global (non-state) version of a function, i.e. if there's a non-state version of the function in this class it will be executed, if not the non-state version of the function will be searched for in the superclasses.

In other words, Global.DoStuff looks for a version of DoStuff that is non-state. If there isn't a non-state DoStuff in the current class, it climbs the tree until it finds one.

The BugEyedMonster again:

Let's say you have a SitDown function in the BugEyedMonster's Idle state and a non-state SitDown function in the Monster class, but no non-state SitDown function in the BugEyedMonster class.

Now if you are in the BugEyedMonster's Idle state and execute

    Global.SitDown();

the most-derived global version of the SitDown function is the non-state one in the Monster class.

It's more obvious than for the Super keyword, but it's still worth mentioning that the two functions don't share their local variables.

See also State.

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