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U2.Gib

Extends
U2Decoration

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- U2.U2Decoration
         |   
         +-- U2.Gib

Constants Summary
CheckForDestroyingChunkTimer='CheckForDestroyingChunk'
CheckForFadingChunkTimer='CheckForFadingChunk'
CheckForSinkingChunkTimer='CheckForSinkingChunk'

Variables Summary
boolbSinking
floatGLastBounceSoundTime
floatMinTimeBoundSoundDelay
floatSinkRatePerSec
Gib
floatBaseSinkRatePerSecMax
floatBaseSinkRatePerSecMin
boolbLeavesBloodTrail
ParticleSalamanderBloodTrail
soundBounceSound
boolbShouldFade
boolbShouldSink
boolbSpawnsBlood
boolbTakesDamage
ParticleGeneratorDamageEffect
soundDamageSound
floatDestroyChunkCheckAgainDelaySecs
floatDestroyChunkInitialDelaySecs
floatFadeDurationSeconds
floatFinalScaleGlow
floatInitialScaleGlow
floatStartFadingCheckAgainDelaySeconds
floatStartFadingInitialDelaySecondsMax
floatStartFadingInitialDelaySecondsMin
floatStartSinkingCheckAgainDelaySecs
floatStartSinkingInitialDelaySecondsMax
floatStartSinkingInitialDelaySecondsMin
floatTotalSinkDistance
soundTrailSound
Inherited Variables from U2.U2Decoration
BaseBouncePitch, BaseBounceVolume, bBounceable, bFirstHit, bMultiAnimEnabled, BounceDamping, DamageFilterClass, FragmentClass, FragmentCount, FragmentSize, FragmentSkin, HitDamage, HitDamageType, HitMomentum, HitPoints, LandedPitch, LandedRoll, LandedYaw, LandSound1, MaxAnimRate, MinAnimRate, MinBounceSoundSpeed, MinBounceSpeed, MinDamageVelocityZ, MinFirstHitSpeed, MultiAnimMaxRate[4], MultiAnimMinRate[4], MultiAnimSequence[4], PitchPerturbPercent, RotationDamping, VolumePerturbPercent
Inherited Variables from Engine.Decoration
bCanStickIntoWalls, bDamageable, bPushable, bPushSoundPlaying, bSplash, contents, ContentTag, EffectWhenDestroyed, EndPushSound, FragMomentum, FragSkin, FragType, Health, NumFrags, numLandings, PushSound, SplashTime

Functions Summary
event CheckForDestroyingChunk ()))
function CheckForFadingChunk ()))
event CheckForSinkingChunk ()))
function ChunkUp ()))
event Destroyed ()))
event HitWall (vector HitNormal, Actor Wall ))
event Landed (vector HitNormal ))
event PhysicsVolumeChange (PhysicsVolume NewVolume ))
function SetupEffects (U2Pawn U2P ))
function SetupTimers ()))
function SpawnBloodTrail (ParticleGenerator EffectType, float VolumeMultiplier, float LifespanMultiplier ))
function StartSinking ()))
function StopBloodTrail ()))
function TakeDamage (int Damage, Pawn instigatedBy, vector HitLocation, vector Momentum, class DamageType ))
event Tick (float DeltaTime ))
Inherited Functions from U2.U2Decoration
BaseChange, Bump, HitWall, InitFor, Landed, PostEditChange, PreBeginPlay, SetupBounce, TakeDamage, Timer, Touch
Inherited Functions from Engine.Decoration
BaseChange, Bump, CanSplash, Destroyed, Drop, HitWall, Landed, PhysicsVolumeChange, TakeDamage, Timer, Trigger


Constants Detail

CheckForDestroyingChunkTimer Source code

const CheckForDestroyingChunkTimer = 'CheckForDestroyingChunk';

CheckForFadingChunkTimer Source code

const CheckForFadingChunkTimer = 'CheckForFadingChunk';

CheckForSinkingChunkTimer Source code

const CheckForSinkingChunkTimer = 'CheckForSinkingChunk';


Variables Detail

bSinking Source code

var bool bSinking;

GLastBounceSoundTime Source code

var float GLastBounceSoundTime;

MinTimeBoundSoundDelay Source code

var float MinTimeBoundSoundDelay;

SinkRatePerSec Source code

var float SinkRatePerSec;

Gib

BaseSinkRatePerSecMax Source code

var(Gib) float BaseSinkRatePerSecMax;

BaseSinkRatePerSecMin Source code

var(Gib) float BaseSinkRatePerSecMin;

bLeavesBloodTrail Source code

var(Gib) bool bLeavesBloodTrail;

BloodTrail Source code

var(Gib) ParticleSalamander BloodTrail;

BounceSound Source code

var(Gib) sound BounceSound;

bShouldFade Source code

var(Gib) bool bShouldFade;

bShouldSink Source code

var(Gib) bool bShouldSink;

bSpawnsBlood Source code

var(Gib) bool bSpawnsBlood;

bTakesDamage Source code

var(Gib) bool bTakesDamage;

DamageEffect Source code

var(Gib) ParticleGenerator DamageEffect;

DamageSound Source code

var(Gib) sound DamageSound;

DestroyChunkCheckAgainDelaySecs Source code

var(Gib) float DestroyChunkCheckAgainDelaySecs;

DestroyChunkInitialDelaySecs Source code

var(Gib) float DestroyChunkInitialDelaySecs;

FadeDurationSeconds Source code

var(Gib) float FadeDurationSeconds;

FinalScaleGlow Source code

var(Gib) float FinalScaleGlow;

InitialScaleGlow Source code

var(Gib) float InitialScaleGlow;

StartFadingCheckAgainDelaySeconds Source code

var(Gib) float StartFadingCheckAgainDelaySeconds;

StartFadingInitialDelaySecondsMax Source code

var(Gib) float StartFadingInitialDelaySecondsMax;

StartFadingInitialDelaySecondsMin Source code

var(Gib) float StartFadingInitialDelaySecondsMin;

StartSinkingCheckAgainDelaySecs Source code

var(Gib) float StartSinkingCheckAgainDelaySecs;

StartSinkingInitialDelaySecondsMax Source code

var(Gib) float StartSinkingInitialDelaySecondsMax;

StartSinkingInitialDelaySecondsMin Source code

var(Gib) float StartSinkingInitialDelaySecondsMin;

TotalSinkDistance Source code

var(Gib) float TotalSinkDistance;

TrailSound Source code

var(Gib) sound TrailSound;


Functions Detail

CheckForDestroyingChunk Source code

event CheckForDestroyingChunk ( ) )

CheckForFadingChunk Source code

function CheckForFadingChunk ( ) )

CheckForSinkingChunk Source code

event CheckForSinkingChunk ( ) )

ChunkUp Source code

simulated function ChunkUp ( ) )

Destroyed Source code

event Destroyed ( ) )

HitWall Source code

simulated event HitWall ( vector HitNormal, Actor Wall ) )

Landed Source code

event Landed ( vector HitNormal ) )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume ) )

SetupEffects Source code

function SetupEffects ( U2Pawn U2P ) )

SetupTimers Source code

function SetupTimers ( ) )

SpawnBloodTrail Source code

function SpawnBloodTrail ( ParticleGenerator EffectType, float VolumeMultiplier, float LifespanMultiplier ) )

StartSinking Source code

function StartSinking ( ) )

StopBloodTrail Source code

function StopBloodTrail ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

Tick Source code

event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	bSpawnsBlood=true
	bTakesDamage=true
	DestroyChunkInitialDelaySecs=10.000000
	DestroyChunkCheckAgainDelaySecs=4.000000
	bLeavesBloodTrail=true
	BounceSound=Sound'U2A.Landed.Mud'
	StartFadingInitialDelaySecondsMin=4.000000
	StartFadingInitialDelaySecondsMax=5.000000
	FadeDurationSeconds=1.000000
	InitialScaleGlow=0.250000
	bShouldSink=true
	StartSinkingInitialDelaySecondsMin=4.000000
	StartSinkingInitialDelaySecondsMax=5.000000
	BaseSinkRatePerSecMin=1.000000
	BaseSinkRatePerSecMax=4.000000
	MinTimeBoundSoundDelay=0.500000
	DamageFilterClass=Class'U2.DamageFilterDefault'
	MinDamageVelocityZ=100
	bBounceable=true
	MinBounceSpeed=20.000000
	Physics=PHYS_Falling
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'VertexM.Decorations.BarrelA'
	bStatic=false
	bStasis=false
	RemoteRole=ROLE_SimulatedProxy
	bCollideWorld=true
	bBlockActors=false
	bBlockPlayers=false
	bProjTarget=true
	bNoStaticMeshCollide=true
	bBounce=true
	bFixedRotationDir=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:29.944 - Created with UnCodeX