KFMod.CrossbuzzsawBlade
- Extends
- ROBallisticProjectile
Core.Object
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- ROEngine.ROBallisticProjectile
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+-- KFMod.CrossbuzzsawBlade
Inherited Variables from ROEngine.ROBallisticProjectile |
AmbientVolumeScale, BallisticCoefficient, BCInverse, bDebugBallistics, bInitialAcceleration, bTrueBallistics, FlightTime, InitialAccelerationTime, MinFudgeScale, OrigLoc, SpeedFudgeScale, TraceHitLoc |
Inherited Variables from Engine.Projectile |
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExplosionDecalSnow, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider |
Inherited Functions from Engine.Projectile |
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetPitchForRange, GetRange, GetYAdjustForRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch |
var string BladeHitArmorRef;
var string BladeHitFleshRef;
var string BladeHitWallRef;
var byte Bounces;
var bool bOutOfPropellant;
var
Pawn IgnoreImpactPawn;
var int MaxBounces;
var string StaticMeshRef;
var float TotalFlightTime;
CrossbuzzsawBlade
simulated function BeginState ( ) )
simulated function Destroyed ( ) )
simulated function Explode (
vector HitLocation,
vector HitNormal )
simulated function
HitWall (
vector HitNormal,
actor Wall ) )
simulated function Landed (
vector HitNormal) )
function PlayHitNoise ( bool bArmored ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
static function PreloadAssets ( ) )
simulated function ProcessTouch (
Actor Other,
vector HitLocation) )
function ProcessTouch (
Actor Other,
vector HitLocation) )
simulated function Stick (
actor HitActor,
vector HitLocation) )
simulated function Tick ( float DeltaTime ) )
simulated function Tick ( float Delta ) )
static function bool UnloadAssets ( ) )
defaultproperties
{
DamageTypeHeadShot=Class'KFMod.DamTypeCrossbuzzsawHeadShot'
HeadShotDamageMult=2.000000
AmbientSoundRef="KF_IJC_HalloweenSnd.KF_SawbladeBow_Projectile_Loop"
StaticMeshRef="EffectsSM.Weapons.cheetah_blade"
BladeHitWallRef="KF_IJC_HalloweenSnd.KF_SawbladeBow_Projectile_Hit"
BladeHitArmorRef="KF_IJC_HalloweenSnd.KF_SawbladeBow_Projectile_Hit"
BladeHitFleshRef="KF_AxeSnd.Axe_HitFlesh"
Bounces=1
MaxBounces=5
StraightFlightTime=0.650000
AmbientVolumeScale=2.000000
bTrueBallistics=False
Speed=1500.000000
Damage=500.000000
MomentumTransfer=50000.000000
MyDamageType=Class'KFMod.DamTypeCrossbuzzsaw'
ExplosionDecal=Class'KFMod.ShotgunDecal'
DrawType=DT_StaticMesh
CullDistance=7500.000000
bNetTemporary=False
bUpdateSimulatedPosition=True
LifeSpan=180.000000
DrawScale=3.000000
Style=STY_Alpha
bUnlit=False
SoundVolume=175
SoundRadius=250.000000
TransientSoundVolume=0.500000
bBounce=True
}
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Creation time: Fri 13-10-2023 03:18:42.636 - Created with
UnCodeX