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Gameplay.ArcProjectile

Extends
ExplosiveProjectile

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

Direct Known Subclasses:

GrenadeLauncherProjectile, HandGrenadeProjectile, MortarProjectile

Variables Summary
boolbReadyToExplode
boolbShouldBounce
intlastCatapultHitTick
ArcProjectile
boolbExplodeInAir
floatBounceVelocityModifier
floatFuseTimer
floatnoBounceVelocityThreshold
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
functionVector CalcBounceVelocity (Vector HitNormal))
function construct (Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation))
function HitWall (vector HitNormal, actor Wall))
function PostNetBeginPlay ()))
function ProjectileHit (Actor Other, vector TouchLocation, vector TouchNormal))
functionbool projectileTouchProcessing (Actor Other, vector TouchLocation, vector TouchNormal))
functionbool ShouldHit (Actor Other, vector TouchLocation))
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

bReadyToExplode Source code

var bool bReadyToExplode;

bShouldBounce Source code

var bool bShouldBounce;

lastCatapultHitTick Source code

var int lastCatapultHitTick;

ArcProjectile

bExplodeInAir Source code

var(ArcProjectile) bool bExplodeInAir;

BounceVelocityModifier Source code

var(ArcProjectile) float BounceVelocityModifier;

FuseTimer Source code

var(ArcProjectile) float FuseTimer;

noBounceVelocityThreshold Source code

var(ArcProjectile) float noBounceVelocityThreshold;


Functions Detail

CalcBounceVelocity Source code

simulated function Vector CalcBounceVelocity ( Vector HitNormal) )

construct Source code

overloaded function construct ( Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation) )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

ProjectileHit Source code

simulated function ProjectileHit ( Actor Other, vector TouchLocation, vector TouchNormal) )

projectileTouchProcessing Source code

simulated function bool projectileTouchProcessing ( Actor Other, vector TouchLocation, vector TouchNormal) )

ShouldHit Source code

simulated function bool ShouldHit ( Actor Other, vector TouchLocation) )

Tick Source code

simulated function Tick ( float Delta) )

Timer Source code

simulated function Timer ( ) )


Defaultproperties

defaultproperties
{
	bBounce = true
	Physics = PHYS_Falling


	noBounceVelocityThreshold = 10


	StaticMesh = StaticMesh'Weapons.Grenade'
	deathMessage = '%s copped it off %s\'s INSERTWEAPONNAMEHERE'


	bSkipEncroachment = false
}

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Creation time: st 23.5.2018 00:10:28.252 - Created with UnCodeX