- Extends
- U2Decoration
Core.Object
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+-- Engine.Actor
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+-- Engine.Decoration
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+-- U2.U2Decoration
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+-- U2.Gib
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 |
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 |
CheckForDestroyingChunkTimer Source code
const CheckForDestroyingChunkTimer = 'CheckForDestroyingChunk';
CheckForFadingChunkTimer Source code
const CheckForFadingChunkTimer = 'CheckForFadingChunk';
CheckForSinkingChunkTimer Source code
const CheckForSinkingChunkTimer = 'CheckForSinkingChunk';
var bool bSinking;
var float GLastBounceSoundTime;
MinTimeBoundSoundDelay Source code
var float MinTimeBoundSoundDelay;
var float SinkRatePerSec;
Gib
var(
Gib)
float BaseSinkRatePerSecMax;
var(
Gib)
float BaseSinkRatePerSecMin;
var(
Gib)
bool bLeavesBloodTrail;
var(
Gib)
sound BounceSound;
var(
Gib)
bool bShouldFade;
var(
Gib)
bool bShouldSink;
var(
Gib)
bool bSpawnsBlood;
var(
Gib)
bool bTakesDamage;
var(
Gib)
sound DamageSound;
DestroyChunkCheckAgainDelaySecs Source code
var(
Gib)
float DestroyChunkCheckAgainDelaySecs;
DestroyChunkInitialDelaySecs Source code
var(
Gib)
float DestroyChunkInitialDelaySecs;
var(
Gib)
float FadeDurationSeconds;
var(
Gib)
float FinalScaleGlow;
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;
var(
Gib)
float TotalSinkDistance;
var(
Gib)
sound TrailSound;
CheckForDestroyingChunk Source code
event CheckForDestroyingChunk ( ) )
function CheckForFadingChunk ( ) )
event CheckForSinkingChunk ( ) )
simulated function ChunkUp ( ) )
event Destroyed ( ) )
simulated
event HitWall (
vector HitNormal,
Actor Wall ) )
event Landed (
vector HitNormal ) )
function SetupEffects (
U2Pawn U2P ) )
function SetupTimers ( ) )
function SpawnBloodTrail (
ParticleGenerator EffectType,
float VolumeMultiplier,
float LifespanMultiplier ) )
function StartSinking ( ) )
function StopBloodTrail ( ) )
event Tick ( float DeltaTime ) )
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