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XWeapons.RedeemerWarhead

Extends
Pawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- XWeapons.RedeemerWarhead

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
FinalBlendAltitudeFinalBlend
intBanking
intBankingDamping
floatBankingResetRate
floatBankingToScopeRotationRatio
intBankingVelocity
boolbFireForce
boolbStaticScreen
floatDamage
floatDamageRadius
ShaderInnerScopeShader
floatMaxAltitudePanRate
intMaxBanking
floatMomentumTransfer
class<DamageType>MyDamageType
TeamInfoMyTeam
PawnOldPawn
ShaderOuterEdgeShader
ShaderOuterScopeShader
floatPitchAccel
RedeemerTrailSmokeTrail
floatVelocityToAltitudePanRate
floatYawAccel
floatYawToBankingRatio
RedeemerWarhead
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
Inherited Variables from Engine.Pawn
AccelRate, AirAnims[4], AirControl, AirSpeed, AirStillAnim, AIScriptTag, Alertness, AmbientSoundScaling, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, bAroundCornerHearing, BaseEyeHeight, bAutoActivate, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanPickupInventory, bCanStrafe, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCanWallDodge, bClientCollision, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bDoTorsoTwist, bDrawCorona, bFlyingKarma, bHideRegularHUD, bIgnoreForces, bIgnorePlayFiring, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsIdle, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, bLandRecovery, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoCoronas, bNoJumpAdjust, bNoTeamBeacon, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bReverseRun, bRollToDesired, bSameZoneHearing, bScriptPostRender, bServerMoveSetPawnRot, bSetPCRotOnPossess, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialCrosshair, bSpecialHUD, bStationary, bSteadyFiring, bStopAtLedges, bSuperSize, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeheight, bUpdatingDisplay, bUseCompressedPosition, bWaitForAnim, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWaterStepup, bWeaponBob, ConstantAcceleration, Controller, ControllerClass, CrouchAnims[4], CrouchedPct, CrouchHeight, CrouchRadius, CrouchTurnLeftAnim, CrouchTurnRightAnim, DamageScaling, DelayedDamageInstigatorController, DesiredSpeed, DestinationOffset, DodgeAnims[4], DodgeSpeedFactor, DodgeSpeedZ, DoubleJumpAnims[4], DrivenVehicle, DrivingHeight, DrivingRadius, EyeHeight, FindAnchorFailedTime, FlashCount, Floor, FootRot, FootStill, FootTurning, ForwardStrafeBias, GroundSpeed, HeadBone, HeadHeight, HeadRadius, HeadScale, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, HitFxTicker, HitFx[8], IdleChatAnim, IdleCrouchAnim, IdleRestAnim, IdleSwimAnim, IdleTime, IdleWeaponAnim, ImpactVelocity, JumpZ, LadderSpeed, LandAnims[4], LandBob, LandMovementState, LastAnchor, LastHitBy, LastLocTime, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LowGoreBlood, MaxDesiredSpeed, MaxFallSpeed, MaxRotation, MeleeRange, MenuName, MinFlySpeed, MovementAnims[4], MovementBlendStartTime, NavigationPointRange, NetRelevancyTime, NextPathRadius, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldAnimDir, OldPhysics, OldRotYaw, OldVelocity, OldZ, OnLadder, OwnerName, PawnPosition, PendingWeapon, PeripheralVision, PitchDownLimit, PitchUpLimit, PlayerReplicationInfo, ReducedDamageType, RootBone, SelectedItem, SerpentineDir, SerpentineDist, SerpentineTime, Shadow, ShieldStrength, SightRadius, SkillModifier, SmoothViewPitch, SmoothViewYaw, SoundDampening, SpawnTime, SpineBone1, SpineBone2, SplashTime, SuperHealthMax, SwimAnims[4], TakeHitLocation, TakeoffAnims[4], TakeoffStillAnim, TauntAnimNames[16], TauntAnims, TearOffMomentum, TurnDir, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, ViewPitch, Visibility, WalkAnims[4], WalkBob, WalkingPct, WaterMovementState, WaterSpeed, Weapon
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
Inherited Structures from Engine.Pawn
HitFXData
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
event BaseChange ()
function BeginState ()
Dying
function BlowUp (vector HitLocation)
function BlowUp (vector HitLocation)
Dying
function Bump (Actor Other)
functionbool CheatFly ()
functionbool CheatGhost ()
functionbool CheatWalk ()
function Destroyed ()
function Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
functionbool DoJump (bool bUpdating)
function DrawHUD (Canvas Canvas)
event EncroachedBy (actor Other)
eventbool EncroachingOn (actor Other)
function FaceRotation (rotator NewRotation, float DeltaTime)
function Fire (optional float F)
function Fire (optional float F)
Dying
functionTeamInfo GetTeam ()
function HitWall (vector HitNormal, actor Wall)
functionbool IsPlayerPawn ()
function Landed (vector HitNormal)
function PhysicsVolumeChange (PhysicsVolume Volume)
event PlayDying (class<DamageType> DamageType, vector HitLoc)
function PlayerChangedTeam ()
function PostBeginPlay ()
function PostNetBeginPlay ()
function RelinquishController ()
function ServerBlowUp ()
function ServerBlowUp ()
Dying
event SetWalking (bool bNewIsWalking)
function ShakeView ()
Dying
function ShouldCrouch (bool Crouch)
function Suicide ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
Dying
function Tick (float DeltaTime)
Flying
function Timer ()
Dying
function Touch (Actor Other)
function UnPossessed ()
function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)
Inherited Functions from Engine.Pawn
AddInventory, AddShieldStrength, AddVelocity, AdjustAim, AdjustedStrength, AltFire, AnimEnd, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CalcDrawOffset, CameraShake, CanAttack, CanDoubleJump, CanGrabLadder, CanMultiJump, CannotJumpNow, CanSplash, CanThrowWeapon, CanTrigger, CanUseShield, ChangeAnimation, ChangedWeapon, CheatFly, CheatGhost, CheatWalk, CheckBob, CheckTauntValid, CheckWaterJump, ChooseFireAt, ChunkUp, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, DeactivateSpawnProtection, DeleteInventory, Destroyed, Died, DisableUDamage, DisplayDebug, DoComboName, Dodge, DoDoubleJump, DoJump, DrawHUD, DropFlag, DropToGround, EnableUDamage, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FindValidTaunt, FinishedInterpolation, Fire, FireOnRelease, ForceCrouch, Gasp, Get4WayDirection, GetAimTarget, GetDemoRecordingWeapon, GetHumanReadableName, GetKillerController, GetMoveTarget, GetOffhandBoneFor, GetPathTo, GetShieldStrength, GetShieldStrengthMax, GetSpree, GetTargetLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponBoneFor, gibbedBy, GiveHealth, GiveWeapon, HandlePickup, HasUDamage, HasWeapon, HeadVolumeChange, HitWall, HoldFlag, IncrementSpree, InCurrentCombo, InGodMode, IsFiring, IsFirstPerson, IsHeadShot, IsHumanControlled, IsInLoadout, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LimitPitch, LineOfSightTo, ModifiedPlayerViewOffset, ModifyThreat, ModifyVelocity, NearMoveTarget, NeedToTurn, NextItem, NextWeapon, NotifyTeamChanged, PerformDodge, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PlayWeaponSwitch, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, PostRender2D, PreBeginPlay, PressingAltFire, PressingFire, PrevWeapon, ProcessMove, RangedAttackTime, RawInput, ReachedDestination, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReduceCylinder, RefireRate, RemovePowerups, Reset, RestartPlayer, ServerChangedWeapon, ServerNoTranslocator, SetAnimAction, SetBaseEyeheight, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetHeadScale, SetMesh, SetMovementPhysics, SetMoveTarget, SetTwistLook, SetViewPitch, SetViewRotation, SetWalking, ShieldAbsorb, ShootSpecial, ShouldCrouch, SpecialCalcView, SpecialDrawCrosshair, SpectatorSpecialCalcView, StartCrouch, StartDriving, StaticPrecache, StopDriving, StopPlayFiring, StopWeaponFiring, Suicide, SwitchToLastWeapon, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, Timer, TooCloseToAttack, TossWeapon, TouchingWaterVolume, Trigger, TurnOff, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
Dying Source code
state Dying
BeginState, BlowUp, Fire, ServerBlowUp, ShakeView, TakeDamage, Timer
Flying Source code
auto state Flying
Tick


Variables Detail

AltitudeFinalBlend Source code

var FinalBlend AltitudeFinalBlend;

Banking Source code

var int Banking;

BankingDamping Source code

var int BankingDamping;

BankingResetRate Source code

var float BankingResetRate;

BankingToScopeRotationRatio Source code

var float BankingToScopeRotationRatio;

BankingVelocity Source code

var int BankingVelocity;

bFireForce Source code

var bool bFireForce;

bStaticScreen Source code

var bool bStaticScreen;

Damage Source code

var float Damage;

DamageRadius Source code

var float DamageRadius;

InnerScopeShader Source code

var Shader InnerScopeShader;

MaxAltitudePanRate Source code

var float MaxAltitudePanRate;

MaxBanking Source code

var int MaxBanking;

MomentumTransfer Source code

var float MomentumTransfer;

MyDamageType Source code

var class<DamageType> MyDamageType;

MyTeam Source code

var TeamInfo MyTeam;

OldPawn Source code

var Pawn OldPawn;

OuterEdgeShader Source code

var Shader OuterEdgeShader;

OuterScopeShader Source code

var Shader OuterScopeShader;

PitchAccel Source code

var float PitchAccel;

SmokeTrail Source code

var RedeemerTrail SmokeTrail;

VelocityToAltitudePanRate Source code

var float VelocityToAltitudePanRate;

YawAccel Source code

var float YawAccel;

YawToBankingRatio Source code

var float YawToBankingRatio;

RedeemerWarhead

ShakeOffsetMag Source code

var(RedeemerWarhead) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(RedeemerWarhead) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(RedeemerWarhead) float ShakeOffsetTime;

ShakeRotMag Source code

var(RedeemerWarhead) vector ShakeRotMag;

ShakeRotRate Source code

var(RedeemerWarhead) vector ShakeRotRate;

ShakeRotTime Source code

var(RedeemerWarhead) float ShakeRotTime;


Functions Detail

BaseChange Source code

singular event BaseChange ( )

BeginState Dying Source code

function BeginState ( )

BlowUp Source code

function BlowUp ( vector HitLocation )

BlowUp Dying Source code

function BlowUp ( vector HitLocation )

Bump Source code

simulated singular function Bump ( Actor Other )

CheatFly Source code

function bool CheatFly ( )

CheatGhost Source code

function bool CheatGhost ( )

CheatWalk Source code

function bool CheatWalk ( )

Destroyed Source code

simulated function Destroyed ( )

Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation )

DoJump Source code

function bool DoJump ( bool bUpdating )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas )

EncroachedBy Source code

event EncroachedBy ( actor Other )

EncroachingOn Source code

event bool EncroachingOn ( actor Other )

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime )

Fire Source code

function Fire ( optional float F )

Fire Dying Source code

function Fire ( optional float F )

GetTeam Source code

function TeamInfo GetTeam ( )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall )

IsPlayerPawn Source code

simulated function bool IsPlayerPawn ( )

Landed Source code

simulated function Landed ( vector HitNormal )

PhysicsVolumeChange Source code

simulated function PhysicsVolumeChange ( PhysicsVolume Volume )

PlayDying Source code

simulated event PlayDying ( class<DamageType> DamageType, vector HitLoc )

PlayerChangedTeam Source code

function PlayerChangedTeam ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

RelinquishController Source code

function RelinquishController ( )

ServerBlowUp Source code

function ServerBlowUp ( )

ServerBlowUp Dying Source code

function ServerBlowUp ( )

SetWalking Source code

event SetWalking ( bool bNewIsWalking )

ShakeView Dying Source code

function ShakeView ( )

ShouldCrouch Source code

function ShouldCrouch ( bool Crouch )

Suicide Source code

function Suicide ( )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeDamage Dying Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

Tick Flying Source code

function Tick ( float DeltaTime )

Timer Dying Source code

function Timer ( )

Touch Source code

simulated singular function Touch ( Actor Other )

UnPossessed Source code

function UnPossessed ( )

UpdateRocketAcceleration Source code

function UpdateRocketAcceleration ( float DeltaTime, float YawChange, float PitchChange )


Defaultproperties

defaultproperties
{
     Damage=250.000000
     DamageRadius=2000.000000
     MomentumTransfer=200000.000000
     MyDamageType=Class'XWeapons.DamTypeRedeemer'
     InnerScopeShader=Shader'2K4Hud.ZoomFX.RDM_InnerScopeShader'
     OuterScopeShader=Shader'2K4Hud.ZoomFX.RDM_OuterScopeShader'
     OuterEdgeShader=Shader'2K4Hud.ZoomFX.RDM_OuterEdgeShader'
     AltitudeFinalBlend=FinalBlend'2K4Hud.ZoomFX.RDM_AltitudeFinal'
     YawToBankingRatio=60.000000
     BankingResetRate=15.000000
     BankingToScopeRotationRatio=8.000000
     MaxBanking=20000
     BankingDamping=10
     VelocityToAltitudePanRate=0.001750
     MaxAltitudePanRate=10.000000
     ShakeRotMag=(Z=250.000000)
     ShakeRotRate=(Z=2500.000000)
     ShakeRotTime=6.000000
     ShakeOffsetMag=(Z=10.000000)
     ShakeOffsetRate=(Z=200.000000)
     ShakeOffsetTime=10.000000
     bSimulateGravity=False
     bDirectHitWall=True
     bHideRegularHUD=True
     bSpecialHUD=True
     bNoTeamBeacon=True
     bCanUse=False
     AirSpeed=1000.000000
     AccelRate=2000.000000
     BaseEyeHeight=0.000000
     EyeHeight=0.000000
     LandMovementState="PlayerRocketing"
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=28
     LightBrightness=255.000000
     LightRadius=6.000000
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'WeaponStaticMesh.RedeemerMissile'
     bDynamicLight=True
     bStasis=False
     bReplicateInstigator=True
     bNetInitialRotation=True
     Physics=PHYS_Flying
     NetPriority=3.000000
     AmbientSound=Sound'WeaponSounds.Misc.redeemer_flight'
     DrawScale=0.500000
     AmbientGlow=96
     bGameRelevant=True
     bCanTeleport=False
     SoundRadius=100.000000
     TransientSoundVolume=1.000000
     TransientSoundRadius=5000.000000
     CollisionRadius=24.000000
     CollisionHeight=12.000000
     bBlockActors=False
     ForceType=FT_DragAlong
     ForceRadius=100.000000
     ForceScale=5.000000
}

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Creation time: Wed 7/2/2007 19:16:13.718 - Created with UnCodeX