Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Gameplay.AntiAircraftProjectile

Extends
ExplosiveProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Projectile
      |   
      +-- Gameplay.ExplosiveProjectile
         |   
         +-- Gameplay.AntiAircraftProjectile

Variables Summary
boolarmed
ProjectileRadiusnearCollisionExplode
AntiAircraftProjectile
floatarmedCollisionHeight
floatarmedCollisionRadius
floatarmingPeriod
Inherited Variables from Gameplay.ExplosiveProjectile
bEndedLife, ExplosionClass, orientDecalToVelocity, radiusDamageAmt, radiusDamageMomentum, radiusDamageSize, storedDrawType
Inherited Variables from Gameplay.Projectile
AccelerationMagtitude, bDeflectable, bounceCount, bReceivedInitialVelocity, bReplicateInitialVelocity, bScaleProjectile, damageAmt, damageTypeClass, deathMessage, InitialVelocity, initialXDrawScale, knockback, knockbackAliveScale, MaxVelocity, rookAttacker, SpawnTick, victim, xDrawScalePerSecond

Functions Summary
function cleanupNearCollisionExplode ()))
function Destroyed ()))
function endLife (Optional Actor HitActor, Optional vector TouchLocation, Optional vector TouchNormal))
function postNetBeginPlay ()))
function Tick (float Delta))
function timer ()))
Inherited Functions from Gameplay.ExplosiveProjectile
Destroyed, endLife, makeHarmless, PostBeginPlay, PostBounce, PostNetReceive, ProjectileHit, ShouldHit, triggerHitEffect
Inherited Functions from Gameplay.Projectile
bounce, ClientDetectDeflection, construct, endLife, HitWall, makeHarmless, PostBounce, PostNetBeginPlay, PostNetReceive, PrecacheProjectileRenderData, ProjectileHit, ProjectileTouch, projectileTouchProcessing, resolveImpactEffect, ShouldDeflect, ShouldHit, Tick, triggerHitEffect


Variables Detail

armed Source code

var bool armed;

nearCollisionExplode Source code

var ProjectileRadius nearCollisionExplode;

AntiAircraftProjectile

armedCollisionHeight Source code

var(AntiAircraftProjectile) float armedCollisionHeight;

armedCollisionRadius Source code

var(AntiAircraftProjectile) float armedCollisionRadius;

armingPeriod Source code

var(AntiAircraftProjectile) float armingPeriod;


Functions Detail

cleanupNearCollisionExplode Source code

simulated function cleanupNearCollisionExplode ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

endLife Source code

simulated function endLife ( Optional Actor HitActor, Optional vector TouchLocation, Optional vector TouchNormal) )

postNetBeginPlay Source code

simulated function postNetBeginPlay ( ) )

Tick Source code

simulated function Tick ( float Delta) )

timer Source code

simulated function timer ( ) )


Defaultproperties

defaultproperties
{
	bDeflectable = false


	damageAmt = 0
	radiusDamageAmt = 40
	radiusDamageSize = 400
	radiusDamageMomentum = 105000


	StaticMesh = StaticMesh'Weapons.Disc'
	DrawScale3D = (X=0.75,Y=0.75,Z=0.75)	
	deathMessage = '%s copped it off %s\'s Spinfusor'


	armedCollisionHeight = 500
	armedCollisionRadius = 500


	armingPeriod = 1


	armed = false


	collisionRadius = 5
	collisionHeight = 5
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: st 23.5.2018 00:10:28.227 - Created with UnCodeX