- Extends
- ExplosiveProjectile
Core.Object
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+-- Engine.Actor
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+-- Gameplay.Projectile
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+-- Gameplay.ExplosiveProjectile
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+-- Gameplay.ArcProjectile
Direct Known Subclasses:
GrenadeLauncherProjectile, HandGrenadeProjectile, MortarProjectile
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 |
| Vector | CalcBounceVelocity (Vector HitNormal))
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| | construct (Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation))
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| | HitWall (vector HitNormal, actor Wall))
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| | PostNetBeginPlay ()))
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| | ProjectileHit (Actor Other, vector TouchLocation, vector TouchNormal))
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| bool | projectileTouchProcessing (Actor Other, vector TouchLocation, vector TouchNormal))
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| bool | ShouldHit (Actor Other, vector TouchLocation))
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| | Tick (float Delta))
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| | Timer ()))
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Inherited Functions from Gameplay.Projectile |
bounce, ClientDetectDeflection, construct, endLife, HitWall, makeHarmless, PostBounce, PostNetBeginPlay, PostNetReceive, PrecacheProjectileRenderData, ProjectileHit, ProjectileTouch, projectileTouchProcessing, resolveImpactEffect, ShouldDeflect, ShouldHit, Tick, triggerHitEffect |
var bool bReadyToExplode;
var bool bShouldBounce;
var int lastCatapultHitTick;
ArcProjectile
BounceVelocityModifier Source code
noBounceVelocityThreshold Source code
simulated
function Vector CalcBounceVelocity (
Vector HitNormal) )
overloaded
function construct (
Rook attacker, optional
actor Owner, optional
name Tag,
optional
vector Location, optional
rotator Rotation) )
simulated
function HitWall (
vector HitNormal,
actor Wall) )
simulated function PostNetBeginPlay ( ) )
simulated
function ProjectileHit (
Actor Other,
vector TouchLocation,
vector TouchNormal) )
projectileTouchProcessing Source code
simulated
function bool projectileTouchProcessing (
Actor Other,
vector TouchLocation,
vector TouchNormal) )
simulated
function bool ShouldHit (
Actor Other,
vector TouchLocation) )
simulated function Tick ( float Delta) )
simulated
function Timer ( ) )
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