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U2Weapons.projectileGrenadeIncendiary

Extends
projectileGrenade

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

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 ExplodeEx (CheckResult Hit ))
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

ExplodeEx Source code

simulated function ExplodeEx ( CheckResult Hit ) )


Defaultproperties

defaultproperties
{
	ExplosionSound=Sound'U2WeaponsA.GrenadeLauncher.GL_ExplodeIncendiary'
	Damage=5.000000
	DamageRadius=128.000000
	MomentumTransfer=5000.000000
	MyDamageType=Class'U2.DamageTypeThermal'
	ExplosionDecal=Class'U2.U2BlastMark'
     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 10:48:31.966 - Created with UnCodeX