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KFMod.Nade

Extends
Grenade

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- Old2K4.Grenade
         |   
         +-- KFMod.Nade

Direct Known Subclasses:

FlameNade, MedicNade

Variables Summary
boolbDisintegrated
boolbHasExploded
AvoidMarkerFear
Nade
soundDisintegrateSound
array<Sound>ExplodeSounds
vectorOffsetMag
vectorOffsetRate
floatOffsetTime
vectorRotMag
vectorRotRate
floatRotTime
class<Projectile>ShrapnelClass
Inherited Variables from Old2K4.Grenade
bCanHitOwner, bHitWater, bTimerSet, DampenFactor, DampenFactorParallel, ExplodeTimer, HitEffectClass, LastSparkTime, Trail
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

Functions Summary
function Destroyed ()))
function Disintegrate (vector HitLocation, vector HitNormal))
function Explode (vector HitLocation, vector HitNormal))
function HitWall (vector HitNormal, actor Wall ))
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function ProcessTouch (actor Other, vector HitLocation ))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex))
function Timer ()))
Inherited Functions from Old2K4.Grenade
BlowUp, Destroyed, Explode, HitWall, Landed, PostBeginPlay, PostNetBeginPlay, ProcessTouch, Timer
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


Variables Detail

bDisintegrated Source code

var bool bDisintegrated;

bHasExploded Source code

var bool bHasExploded;

Fear Source code

var AvoidMarker Fear;

Nade

DisintegrateSound Source code

var(Nade) sound DisintegrateSound;

ExplodeSounds Source code

var(Nade) array<Sound> ExplodeSounds;

OffsetMag Source code

var(Nade) vector OffsetMag;

OffsetRate Source code

var(Nade) vector OffsetRate;

OffsetTime Source code

var(Nade) float OffsetTime;

RotMag Source code

var(Nade) vector RotMag;

RotRate Source code

var(Nade) vector RotRate;

RotTime Source code

var(Nade) float RotTime;

ShrapnelClass Source code

var(Nade) class<Projectile> ShrapnelClass;


Functions Detail

Destroyed Source code

simulated function Destroyed ( ) )

Disintegrate Source code

simulated function Disintegrate ( vector HitLocation, vector HitNormal) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

HurtRadius Source code

simulated function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( actor Other, vector HitLocation ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) )

Timer Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
     RotMag=(X=600.000000,Y=600.000000,Z=600.000000)
     RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
     RotTime=6.000000
     OffsetMag=(X=5.000000,Y=10.000000,Z=5.000000)
     OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
     OffsetTime=3.500000
     ShrapnelClass=Class'KFMod.KFShrapnel'
     DisintegrateSound=Sound'Inf_Weapons.panzerfaust60.faust_explode_distant02'
     ExplodeSounds(0)=SoundGroup'KF_GrenadeSnd.Nade_Explode_1'
     ExplodeSounds(1)=SoundGroup'KF_GrenadeSnd.Nade_Explode_2'
     ExplodeSounds(2)=SoundGroup'KF_GrenadeSnd.Nade_Explode_3'
     DampenFactor=0.250000
     DampenFactorParallel=0.400000
     Speed=160.000000
     MaxSpeed=850.000000
     Damage=300.000000
     DamageRadius=420.000000
     MomentumTransfer=100000.000000
     MyDamageType=Class'KFMod.DamTypeFrag'
     ImpactSound=SoundGroup'KF_GrenadeSnd.Nade_HitSurf'
     ExplosionDecal=Class'KFMod.KFScorchMark'
     StaticMesh=StaticMesh'KillingFloorStatics.FragProjectile'
     bNetTemporary=False
     DrawScale=0.400000
     AmbientGlow=0
     bUnlit=False
     TransientSoundVolume=200.000000
     bNetNotify=True
     bBlockHitPointTraces=False
}

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Creation time: Fri 13-10-2023 03:18:50.038 - Created with UnCodeX