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XWeapons.ShockProjectile

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- XWeapons.ShockProjectile

Direct Known Subclasses:

ONSShockTankProjectile, ONSSkyMine, RPGShockProjectile

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
class<DamageType>ComboDamageType
PawnComboTarget
ShockBallShockBallEffect
VectortempStartLoc
ShockProjectile
intComboAmmoCost
floatComboDamage
floatComboMomentumTransfer
floatComboRadius
SoundComboSound
Inherited Variables from Engine.Projectile
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider
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.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function Destroyed ()
function DestroyTrails ()
function Explode (vector HitLocation, ector HitNormal)
function Monitor (Pawn P)
function PostBeginPlay ()
function PostNetBeginPlay ()
event PreBeginPlay ()
function ProcessTouch (Actor Other, vector HitLocation)
function SuperExplosion ()
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
function Tick (float DeltaTime)
WaitForCombo
function Timer ()
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch
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
WaitForCombo Source code
state WaitForCombo
Tick


Variables Detail

ComboDamageType Source code

var class<DamageType> ComboDamageType;

ComboTarget Source code

var Pawn ComboTarget;

ShockBallEffect Source code

var ShockBall ShockBallEffect;

tempStartLoc Source code

var Vector tempStartLoc;

ShockProjectile

ComboAmmoCost Source code

var(ShockProjectile) int ComboAmmoCost;

ComboDamage Source code

var(ShockProjectile) float ComboDamage;

ComboMomentumTransfer Source code

var(ShockProjectile) float ComboMomentumTransfer;

ComboRadius Source code

var(ShockProjectile) float ComboRadius;

ComboSound Source code

var(ShockProjectile) Sound ComboSound;


Functions Detail

Destroyed Source code

simulated function Destroyed ( )

DestroyTrails Source code

simulated function DestroyTrails ( )

Explode Source code

simulated function Explode ( vector HitLocation,vector HitNormal )

Monitor Source code

function Monitor ( Pawn P )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

PreBeginPlay Source code

simulated event PreBeginPlay ( )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, vector HitLocation )

SuperExplosion Source code

function SuperExplosion ( )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )

Tick WaitForCombo Source code

function Tick ( float DeltaTime )

Timer Source code

function Timer ( )


Defaultproperties

defaultproperties
{
     ComboSound=Sound'WeaponSounds.ShockRifle.ShockComboFire'
     ComboDamage=200.000000
     ComboRadius=275.000000
     ComboMomentumTransfer=150000.000000
     ComboAmmoCost=3
     ComboDamageType=Class'XWeapons.DamTypeShockBeam'
     Speed=1150.000000
     MaxSpeed=1150.000000
     bSwitchToZeroCollision=True
     Damage=45.000000
     DamageRadius=150.000000
     MomentumTransfer=70000.000000
     MyDamageType=Class'XWeapons.DamTypeShockBall'
     ImpactSound=Sound'WeaponSounds.ShockRifle.ShockRifleExplosion'
     ExplosionDecal=Class'XEffects.ShockImpactScorch'
     MaxEffectDistance=7000.000000
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=195
     LightSaturation=85
     LightBrightness=255.000000
     LightRadius=4.000000
     DrawType=DT_Sprite
     CullDistance=4000.000000
     bDynamicLight=True
     bNetTemporary=False
     bOnlyDirtyReplication=True
     AmbientSound=Sound'WeaponSounds.ShockRifle.ShockRifleProjectile'
     LifeSpan=10.000000
     Texture=Texture'XEffectMat.Shock.shock_core_low'
     DrawScale=0.700000
     Skins(0)=Texture'XEffectMat.Shock.shock_core_low'
     Style=STY_Translucent
     FluidSurfaceShootStrengthMod=8.000000
     SoundVolume=50
     SoundRadius=100.000000
     CollisionRadius=10.000000
     CollisionHeight=10.000000
     bProjTarget=True
     bAlwaysFaceCamera=True
     ForceType=FT_Constant
     ForceRadius=40.000000
     ForceScale=5.000000
}

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Creation time: Wed 7/2/2007 19:16:16.203 - Created with UnCodeX