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Gameplay.Projectile

Extends
Actor
Modifiers
native

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

Direct Known Subclasses:

BlasterProjectile, BucklerProjectile, BurnerProjectile, ChaingunProjectile, ExplosiveProjectile, GrapplerProjectile, SentryProjectile, SniperRifleProjectile, tmodProjectileEnergyBlade

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
intbounceCount
boolbReceivedInitialVelocity
boolbReplicateInitialVelocity
NamedeathMessage
VectorInitialVelocity
RookrookAttacker
intSpawnTick
Namevictim
Knockback
floatknockback
floatknockbackAliveScale
Projectile
floatAccelerationMagtitude
boolbDeflectable
boolbScaleProjectile
floatdamageAmt
class<DamageType>damageTypeClass
floatinitialXDrawScale
floatMaxVelocity
floatxDrawScalePerSecond
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
functionProjectile bounce (Vector HitNormal, vector HitLocation, Vector TargetVelocity))
functionbool ClientDetectDeflection (Actor Other, vector TouchLocation))
function construct (Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation))
function endLife (Actor HitActor, vector TouchLocation, vector TouchNormal))
function HitWall (Vector HitNormal, Actor HitWall))
function makeHarmless ()))
function PostBounce (Projectile newProjectile))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function PrecacheProjectileRenderData (LevelInfo Level, class<Projectile> ProjectileClass))
function ProjectileHit (Actor Other, vector TouchLocation, vector TouchNormal))
function ProjectileTouch (Actor Other, vector TouchLocation, vector TouchNormal))
functionbool projectileTouchProcessing (Actor Other, vector TouchLocation, vector TouchNormal))
functionbool resolveImpactEffect (Actor HitActor, vector TouchLocation, vector TouchNormal, out material hitMaterial, out vector hitLocation, out rotator hitRotator, out rotator decalRotator)
functionbool ShouldDeflect (Actor Other, Vector TouchLocation, out Vector deflectionNormal))
functionbool ShouldHit (Actor Other, vector TouchLocation))
function Tick (float Delta))
function triggerHitEffect (Actor HitActor, vector TouchLocation, vector TouchNormal, optional Name HitEffect))
Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=


Variables Detail

bounceCount Source code

var int bounceCount;

bReceivedInitialVelocity Source code

var bool bReceivedInitialVelocity;

bReplicateInitialVelocity Source code

var bool bReplicateInitialVelocity;

deathMessage Source code

var Name deathMessage;

InitialVelocity Source code

var Vector InitialVelocity;

rookAttacker Source code

var Rook rookAttacker;

SpawnTick Source code

var int SpawnTick;

victim Source code

var Name victim;

Knockback

knockback Source code

var(Knockback) float knockback;

knockbackAliveScale Source code

var(Knockback) float knockbackAliveScale;

Projectile

AccelerationMagtitude Source code

var(Projectile) float AccelerationMagtitude;

bDeflectable Source code

var(Projectile) bool bDeflectable;

bScaleProjectile Source code

var(Projectile) bool bScaleProjectile;

damageAmt Source code

var(Projectile) float damageAmt;

damageTypeClass Source code

var(Projectile) class<DamageType> damageTypeClass;

initialXDrawScale Source code

var(Projectile) float initialXDrawScale;

MaxVelocity Source code

var(Projectile) float MaxVelocity;

xDrawScalePerSecond Source code

var(Projectile) float xDrawScalePerSecond;


Functions Detail

bounce Source code

function Projectile bounce ( Vector HitNormal, vector HitLocation, Vector TargetVelocity) )

ClientDetectDeflection Source code

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

construct Source code

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

endLife Source code

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

HitWall Source code

simulated function HitWall ( Vector HitNormal, Actor HitWall) )

makeHarmless Source code

function makeHarmless ( ) )

PostBounce Source code

function PostBounce ( Projectile newProjectile) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PrecacheProjectileRenderData Source code

static simulated function PrecacheProjectileRenderData ( LevelInfo Level, class<Projectile> ProjectileClass) )

ProjectileHit Source code

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

ProjectileTouch Source code

singular simulated function ProjectileTouch ( Actor Other, vector TouchLocation, vector TouchNormal) )

projectileTouchProcessing Source code

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

resolveImpactEffect Source code

native final function bool resolveImpactEffect ( Actor HitActor, vector TouchLocation, vector TouchNormal, out material hitMaterial, out vector hitLocation, out rotator hitRotator, out rotator decalRotator )

ShouldDeflect Source code

function bool ShouldDeflect ( Actor Other, Vector TouchLocation, out Vector deflectionNormal) )

ShouldHit Source code

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

Tick Source code

simulated function Tick ( float Delta) )

triggerHitEffect Source code

simulated function triggerHitEffect ( Actor HitActor, vector TouchLocation, vector TouchNormal, optional Name HitEffect) )


Defaultproperties

defaultproperties
{
	bDeflectable = true


	bNetNotify = true


	CullDistance = 5000


	bReplicateInitialVelocity = true
	bReplicateMovement = false


	RemoteRole = ROLE_SimulatedProxy


	DrawType = DT_StaticMesh
	StaticMesh = StaticMesh'Weapons.Disc'
	Physics = PHYS_Projectile


	deathMessage = '%s killed %s'


	damageTypeClass = class'ProjectileDamageType'


	bCollideWorld = true
	bCollideActors = true
	bReplicateInstigator = true
	bNetTemporary = true
	bProjectile = true
	bUseCylinderCollision = true


	bSkipEncroachment = false
	bNeedLifetimeEffectEvents = true


    NetPriority=2.5


	bUnlit = true
	
	knockback = 10000                       
	knockbackAliveScale = 0 
}

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Creation time: st 23.5.2018 00:10:33.986 - Created with UnCodeX