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U2Weapons.projectileGrenadeEMP

Extends
projectileGrenade

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- U2.U2Projectile
         |   
         +-- U2Weapons.projectileGrenade
            |   
            +-- U2Weapons.projectileGrenadeEMP

Variables Summary
Inherited Variables from U2Weapons.projectileGrenade
Sal
Inherited Variables from U2.U2Projectile
bExplodeImpactSound, bGotVelocity, bNoFalloff, BounceDamping, BounceSoundRadius, ExplosionEffect, ExplosionSound, FirstTick, Health, HitSal, ImpactHandlerClass, LifeSpanOnBounce, MoveParticleEffect, MoveSal, ParticleEffect, ShakeDuration, ShakeMagnitude, ShakeRadius, SplashDrawScale, StopNormalZ, WaterParticleEffect

Functions Summary
function Explode (vector HitLocation, vector HitNormal ))
Inherited Functions from U2Weapons.projectileGrenade
Destroyed, PhysicsVolumeChange, PostBeginPlay, Replication
Inherited Functions from U2.U2Projectile
AdjustTraceFireHit, Destroyed, Explode, ExplodeEx, GetLifeSeconds, HitWallEx, LandedEx, PhysicsVolumeChange, PostBeginPlay, PostRecvVelocity, PreBeginPlay, ProcessTouch, ResetLifeSeconds, SetLifespanOnBounce, ShouldSpawnEffect, SpawnEffect, TakeDamage, TryExplodeEx


Functions Detail

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal ) )


Defaultproperties

defaultproperties
{
	ExplosionEffect=Class'U2Weapons.GL_EMPEffect'
	ExplosionSound=Sound'U2WeaponsA.GrenadeLauncher.GL_ExplodeEMP'
	bNoFalloff=true
	Damage=200.000000
	MyDamageType=Class'U2.DamageTypeEMP'
     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 10:48:31.956 - Created with UnCodeX