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Core.Object | +-- U2.ImpactHandler
impactAssaultRifle, impactAssaultRifleAlt, impactDispersion, impactEnergyRifle, impactGrenade, impactHeavyRocket, impactLaserRifle, impactMiniRocket, impactPistol, impactShotgun, impactSniperRifle, impactTakkra
Constants Summary |
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Inherited Contants from Core.Object |
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DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees |
Variables Summary | |
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ImpactHandler | |
array<TMaterialEffects> | MaterialEffects |
array<TMaterialSounds> | MaterialSounds |
float | ReturnDefaultEffectOdds |
class<U2Projectile> | RicochetProjectile |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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EAlignment, ECamOrientation, ESheerAxis |
Structures Summary | ||
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TMaterialEffects TextureType, DecalTexture, DecalScale, HitEffectClass, ParticleEffect, RicochetProbability, RicochetIncidenceThreshold, MaxRicochetCount, RicochetDamping, RicochetSpreadAngle, Lifespan | ||
TMaterialSounds TextureType, ImpactSound, RicochetSound |
Inherited Structures from Core.Object |
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Alignment, BoundingVolume, Box, Color, ComponentHandle, Coords, Dimension, Guid, Matrix, NotifyInfo, ParticleHandle, Plane, Point, Range, RangeVector, Rectangle, Rotator, Scale, Vector |
Functions Summary | ||
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Sound | DetermineImpactSound (Actor Source, Material.CheckResult Hit, bool bRicochet )) | |
ForceClassToExist ())) | ||
Sound | GetImpactSound (Material.ETextureType TextureType, bool bRicochet) | |
HandleImpact (Actor Source, vector HitDirection, Material.CheckResult Hit, bool bImpactSound) | ||
Init (Actor ContextActor) | ||
ParticleImpact (ParticleGenerator Source, ParticleHandle P, Material.CheckResult Hit )) | ||
ProjectileImpact (U2Projectile Source, Material.CheckResult Hit, bool bImpactSound )) | ||
TraceImpact (U2Weapon Source, Material.CheckResult Hit )) |
Variables Detail |
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Structures Detail |
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var(ImpactHandler) float DecalScale;};
var(ImpactHandler) Texture DecalTexture;
var(ImpactHandler) class<Actor> HitEffectClass;
var(ImpactHandler) float Lifespan;
var(ImpactHandler) int MaxRicochetCount;
var(ImpactHandler) ParticleGenerator ParticleEffect;
var(ImpactHandler) float RicochetDamping;
var(ImpactHandler) float RicochetIncidenceThreshold;
var(ImpactHandler) float RicochetProbability;
var(ImpactHandler) float RicochetSpreadAngle;
var(ImpactHandler) Material.ETextureType TextureType;
var(ImpactHandler) sound ImpactSound;};
var(ImpactHandler) sound RicochetSound;
var(ImpactHandler) Material.ETextureType TextureType;
Functions Detail |
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Defaultproperties |
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defaultproperties { } |
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