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U2Decorations.BreakableItem

Extends
U2Decoration

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- U2.U2Decoration
         |   
         +-- U2Decorations.BreakableItem

Direct Known Subclasses:

BreakableLight, ExplosiveBarrel, ExplosiveCannister, SpiderBaby, ToxicBarrel

Variables Summary
BreakableItem
boolbBecomeMovable
boolbDestroyCollision
ParticleGeneratorBreakParticleEffectsRefs[6]
stringBreakParticleEffects[6]
soundBreakSound
meshBrokenMesh
StaticMeshBrokenStaticMesh
boolbShakeView
floatDamageAmount
floatDamageRadius
class<DamageType>DamageType
intHitPoints
floatMomentum
ShakeView
stringAmbientSoundStr
floatBaseTossMagnitude
boolbTossNPCs
boolbTossPCs
floatDuration
floatMaxTossedMass
floatRadius
floatShakeMagnitude
stringShakeSoundStr
floatTimeBetweenShakes
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
function BreakApart ()))
function ParticleExplosion (string Effect ))
function ParticleExplosionRef (ParticleGenerator Effect ))
function ShakeView ()))
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class DamageType ))
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


Variables Detail

BreakableItem

bBecomeMovable Source code

var(BreakableItem) bool bBecomeMovable;

bDestroyCollision Source code

var(BreakableItem) bool bDestroyCollision;

BreakParticleEffectsRefs[6] Source code

var(BreakableItem) ParticleGenerator BreakParticleEffectsRefs[6];

BreakParticleEffects[6] Source code

var(BreakableItem) string BreakParticleEffects[6];

BreakSound Source code

var(BreakableItem) sound BreakSound;

BrokenMesh Source code

var(BreakableItem) mesh BrokenMesh;

BrokenStaticMesh Source code

var(BreakableItem) StaticMesh BrokenStaticMesh;

bShakeView Source code

var(BreakableItem) bool bShakeView;

DamageAmount Source code

var(BreakableItem) float DamageAmount;

DamageRadius Source code

var(BreakableItem) float DamageRadius;

DamageType Source code

var(BreakableItem) class<DamageType> DamageType;

HitPoints Source code

var(BreakableItem) int HitPoints;

Momentum Source code

var(BreakableItem) float Momentum;

ShakeView

AmbientSoundStr Source code

var(ShakeView) string AmbientSoundStr;

BaseTossMagnitude Source code

var(ShakeView) float BaseTossMagnitude;

bTossNPCs Source code

var(ShakeView) bool bTossNPCs;

bTossPCs Source code

var(ShakeView) bool bTossPCs;

Duration Source code

var(ShakeView) float Duration;

MaxTossedMass Source code

var(ShakeView) float MaxTossedMass;

Radius Source code

var(ShakeView) float Radius;

ShakeMagnitude Source code

var(ShakeView) float ShakeMagnitude;

ShakeSoundStr Source code

var(ShakeView) string ShakeSoundStr;

TimeBetweenShakes Source code

var(ShakeView) float TimeBetweenShakes;


Functions Detail

BreakApart Source code

function BreakApart ( ) )

ParticleExplosion Source code

function ParticleExplosion ( string Effect ) )

ParticleExplosionRef Source code

function ParticleExplosionRef ( ParticleGenerator Effect ) )

ShakeView Source code

function ShakeView ( ) )

TakeDamage Source code

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


Defaultproperties

defaultproperties
{
	HitPoints=20
	bDestroyCollision=true
	Duration=10.000000
	ShakeMagnitude=20.000000
	BaseTossMagnitude=2500000.000000
	Radius=2048.000000
	bTossNPCs=true
	bTossPCs=true
	MaxTossedMass=500.000000
	TimeBetweenShakes=0.500000
	bStatic=false
     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 10:48:27.951 - Created with UnCodeX