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KFMod.SealSquealProjectile

Extends
ROBallisticProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- ROEngine.ROBallisticProjectile
         |   
         +-- KFMod.SealSquealProjectile

Constants Summary
Inherited Contants from ROEngine.ROBallisticProjectile
ScaleFactor, ScaleFactorInverse

Variables Summary
boolbAttachedToHead
boolbDisintegrated
boolbHasExploded
boolbStuck
vectorDir
stringDisintegrateSoundRef
floatExplodeTimer
class<Emitter>ExplosionEmitterClass
stringExplosionSoundRef
intImpactDamage
class<DamageType>ImpactDamageType
soundImpactPawnSound
stringImpactPawnSoundRef
stringImpactSoundRef
EmitterSmokeTrail
class<Emitter>SmokeTrailEmitterClass
stringStaticMeshRef
xEmitterTrail
SealSquealProjectile
stringAmbientSoundRef
soundDisintegrateSound
soundExplosionSound
vectorOffsetMag
vectorOffsetRate
floatOffsetTime
vectorRotMag
vectorRotRate
floatRotTime
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
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

Functions Summary
function Destroyed ()))
function Disintegrate (vector HitLocation, vector HitNormal))
function Explode (vector HitLocation, vector HitNormal))
function HandleBasePawnDestroyed ()))
function HitWall (vector HitNormal, actor Wall))
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ))
function Landed (vector HitNormal ))
function PostBeginPlay ()))
function PostNetReceive ()))
function PreloadAssets ()))
function ProcessTouch (Actor Other, Vector HitLocation))
function ShakeView ()))
function Stick (actor HitActor, vector HitLocation))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex))
function Tick (float DeltaTime ))
function Timer ()))
functionbool UnloadAssets ()))
Inherited Functions from ROEngine.ROBallisticProjectile
HitWall, PostBeginPlay
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

bAttachedToHead Source code

var bool bAttachedToHead;

bDisintegrated Source code

var bool bDisintegrated;

bHasExploded Source code

var bool bHasExploded;

bStuck Source code

var bool bStuck;

Dir Source code

var vector Dir;

DisintegrateSoundRef Source code

var string DisintegrateSoundRef;

ExplodeTimer Source code

var float ExplodeTimer;

ExplosionEmitterClass Source code

var class<Emitter> ExplosionEmitterClass;

ExplosionSoundRef Source code

var string ExplosionSoundRef;

ImpactDamage Source code

var int ImpactDamage;

ImpactDamageType Source code

var class<DamageType> ImpactDamageType;

ImpactPawnSound Source code

var sound ImpactPawnSound;

ImpactPawnSoundRef Source code

var string ImpactPawnSoundRef;

ImpactSoundRef Source code

var string ImpactSoundRef;

SmokeTrail Source code

var Emitter SmokeTrail;

SmokeTrailEmitterClass Source code

var class<Emitter> SmokeTrailEmitterClass;

StaticMeshRef Source code

var string StaticMeshRef;

Trail Source code

var xEmitter Trail;

SealSquealProjectile

AmbientSoundRef Source code

var(SealSquealProjectile) string AmbientSoundRef;

DisintegrateSound Source code

var(SealSquealProjectile) sound DisintegrateSound;

ExplosionSound Source code

var(SealSquealProjectile) sound ExplosionSound;

OffsetMag Source code

var(SealSquealProjectile) vector OffsetMag;

OffsetRate Source code

var(SealSquealProjectile) vector OffsetRate;

OffsetTime Source code

var(SealSquealProjectile) float OffsetTime;

RotMag Source code

var(SealSquealProjectile) vector RotMag;

RotRate Source code

var(SealSquealProjectile) vector RotRate;

RotTime Source code

var(SealSquealProjectile) float RotTime;

ShakeOffsetMag Source code

var(SealSquealProjectile) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(SealSquealProjectile) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(SealSquealProjectile) float ShakeOffsetTime;

ShakeRotMag Source code

var(SealSquealProjectile) vector ShakeRotMag;

ShakeRotRate Source code

var(SealSquealProjectile) vector ShakeRotRate;

ShakeRotTime Source code

var(SealSquealProjectile) float ShakeRotTime;


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) )

HandleBasePawnDestroyed Source code

function HandleBasePawnDestroyed ( ) )

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 ) )

Landed Source code

simulated function Landed ( vector HitNormal ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PreloadAssets Source code

static function PreloadAssets ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation) )

ShakeView Source code

function ShakeView ( ) )

Stick Source code

simulated function Stick ( actor HitActor, vector HitLocation) )

TakeDamage Source code

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

Tick Source code

simulated function Tick ( float DeltaTime ) )

Timer Source code

function Timer ( ) )

UnloadAssets Source code

static function bool UnloadAssets ( ) )


Defaultproperties

defaultproperties
{
     ShakeRotMag=(X=600.000000,Y=600.000000,Z=600.000000)
     ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
     ShakeRotTime=6.000000
     ShakeOffsetMag=(X=5.000000,Y=10.000000,Z=5.000000)
     ShakeOffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
     ShakeOffsetTime=3.500000
     RotMag=(X=700.000000,Y=700.000000,Z=700.000000)
     RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
     RotTime=6.000000
     OffsetMag=(X=5.000000,Y=10.000000,Z=7.000000)
     OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
     OffsetTime=3.500000
     ImpactDamageType=Class'KFMod.DamTypeRocketImpact'
     ImpactDamage=200
     StaticMeshRef="KF_IJC_Halloween_Weps2.Harpoon_Projectile"
     ExplosionSoundRef="KF_FY_SealSquealSND.WEP_Harpoon_Explode"
     DisintegrateSoundRef="Inf_Weapons.faust_explode_distant02"
     SmokeTrailEmitterClass=Class'KFMod.SealSquealFuseEmitter'
     ExplosionEmitterClass=Class'KFMod.SealSquealExplosionEmitter'
     ExplodeTimer=2.500000
     AmbientSoundRef="KF_IJC_HalloweenSnd.KF_FlarePistol_Projectile_Loop"
     ImpactSoundRef="KF_FY_SealSquealSND.WEP_Harpoon_Hit_Wall"
     ImpactPawnSoundRef="KF_FY_SealSquealSND.WEP_Harpoon_Hit_Flesh"
     AmbientVolumeScale=2.000000
     bTrueBallistics=False
     Speed=3000.000000
     MaxSpeed=3000.000000
     Damage=350.000000
     DamageRadius=400.000000
     MomentumTransfer=75000.000000
     MyDamageType=Class'KFMod.DamTypeSealSquealExplosion'
     ExplosionDecal=Class'KFMod.KFScorchMark'
     LightType=LT_Steady
     LightHue=21
     LightSaturation=64
     LightBrightness=128.000000
     LightRadius=8.000000
     LightCone=16
     DrawType=DT_StaticMesh
     bDynamicLight=True
     bNetTemporary=False
     LifeSpan=10.000000
     bUnlit=False
     SoundVolume=255
     SoundRadius=250.000000
     TransientSoundVolume=2.000000
     TransientSoundRadius=500.000000
     bNetNotify=True
     bBlockHitPointTraces=False
     ForceRadius=300.000000
     ForceScale=10.000000
}

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Creation time: Fri 13-10-2023 03:18:53.143 - Created with UnCodeX