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U2.ImpactHandler

Extends
Object
Modifiers
abstract native

Core.Object
|   
+-- U2.ImpactHandler

Direct Known Subclasses:

impactAssaultRifle, impactAssaultRifleAlt, impactDispersion, impactEnergyRifle, impactGrenade, impactHeavyRocket, impactLaserRifle, impactMiniRocket, impactPistol, impactShotgun, impactSniperRifle, impactTakkra

Constants Summary
Inherited Contants from Core.Object
DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees

Variables Summary
ImpactHandler
array<TMaterialEffects>MaterialEffects
array<TMaterialSounds>MaterialSounds
floatReturnDefaultEffectOdds
class<U2Projectile>RicochetProjectile
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Core.Object
EAlignment, ECamOrientation, ESheerAxis

Structures Summary
TMaterialEffects
TextureType, DecalTexture, DecalScale, HitEffectClass, ParticleEffect, RicochetProbability, RicochetIncidenceThreshold, MaxRicochetCount, RicochetDamping, RicochetSpreadAngle, Lifespan
TMaterialSounds
TextureType, ImpactSound, RicochetSound
Inherited Structures from Core.Object
Alignment, BoundingVolume, Box, Color, ComponentHandle, Coords, Dimension, Guid, Matrix, NotifyInfo, ParticleHandle, Plane, Point, Range, RangeVector, Rectangle, Rotator, Scale, Vector

Functions Summary
functionSound DetermineImpactSound (Actor Source, Material.CheckResult Hit, bool bRicochet ))
function ForceClassToExist ()))
functionSound GetImpactSound (Material.ETextureType TextureType, bool bRicochet)
function HandleImpact (Actor Source, vector HitDirection, Material.CheckResult Hit, bool bImpactSound)
function Init (Actor ContextActor)
function ParticleImpact (ParticleGenerator Source, ParticleHandle P, Material.CheckResult Hit ))
function ProjectileImpact (U2Projectile Source, Material.CheckResult Hit, bool bImpactSound ))
function TraceImpact (U2Weapon Source, Material.CheckResult Hit ))
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, ?, @, @=, Ablend, AblendR, Abs, Acos, AddFlagSafe, AddTimer, AddTimerS, Asc, Asin, Atan, Atan2, BeginState, Blend, BlendR, CallFunction, CallFunctionS, CanGetProperty, CanSetProperty, Caps, Chr, Clamp, ClassIsChildOf, Constructed, Cos, Cross, DefinesFunction, DefinesFunctionS, Delete, Disable, Dot, DumpProbes, DynamicLoadObject, Enable, EndState, EnumStr, Exp, FClamp, FDecision, FileSize, FindObject, FMax, FMin, FRand, GetAxes, GetContext, GetEnum, GetLanguage, GetPropertyText, GetRand, GetStateName, GetUnAxes, GetWhiteColor, GotoLabel, GotoState, InStr, Invert, IsA, IsInState, IsProbing, Left, Len, Lerp, LineLineIntersection, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NotifyStateChange, ObjListMemStats, OrthoRotation, ProgressSeed, Quotes, Rand, RandomSpreadVector, RandRange, RemoveAllTimers, RemoveFlagSafe, RemoveTimer, RemoveTimerS, ResetConfig, ResetLoaders, Right, RMax, RMin, RotateAngleAxis, RotRand, Round, RSize, SaveConfig, SetProbing, SetPropertyText, SetPropertyTextDefault, Sin, Smerp, SMod, Split, Sqrt, Square, StaticCallFunction, StaticCallFunctionS, StaticDefinesFunction, StaticDefinesFunctionS, StaticSaveConfig, StrArray, StringToName, Tan, TimeRemaining, TimeRemainingS, TraceMessage, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, Warn, ^, ^^, |, ||, ~, ~=


Variables Detail

ImpactHandler

MaterialEffects Source code

var(ImpactHandler) array<TMaterialEffects> MaterialEffects;

MaterialSounds Source code

var(ImpactHandler) array<TMaterialSounds> MaterialSounds;

ReturnDefaultEffectOdds Source code

var(ImpactHandler) float ReturnDefaultEffectOdds;

RicochetProjectile Source code

var(ImpactHandler) class<U2Projectile> RicochetProjectile;


Structures Detail

TMaterialEffects Source code

struct TMaterialEffects
{
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;
};


TMaterialSounds Source code

struct TMaterialSounds
{
var(ImpactHandler) sound ImpactSound;
var(ImpactHandler) sound RicochetSound;
var(ImpactHandler) Material.ETextureType TextureType;
};



Functions Detail

DetermineImpactSound Source code

static function Sound DetermineImpactSound ( Actor Source, Material.CheckResult Hit, bool bRicochet ) )

ForceClassToExist Source code

function ForceClassToExist ( ) )

GetImpactSound Source code

static native final function Sound GetImpactSound ( Material.ETextureType TextureType, bool bRicochet )

HandleImpact Source code

static native final function HandleImpact ( Actor Source, vector HitDirection, Material.CheckResult Hit, bool bImpactSound )

Init Source code

static native final function Init ( Actor ContextActor )

ParticleImpact Source code

static function ParticleImpact ( ParticleGenerator Source, ParticleHandle P, Material.CheckResult Hit ) )

ProjectileImpact Source code

static function ProjectileImpact ( U2Projectile Source, Material.CheckResult Hit, bool bImpactSound ) )

TraceImpact Source code

static function TraceImpact ( U2Weapon Source, Material.CheckResult Hit ) )


Defaultproperties

defaultproperties
{
}

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Creation time: sk 3-1-2016 10:48:30.249 - Created with UnCodeX