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U2Weapons.projectileLeech

Extends
U2Projectile

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

Direct Known Subclasses:

projectileLeechAlt, projectileLeechEx

Variables Summary
nameCurrentState
floatDamageTimeAccum
PawnVictim
projectileLeech
SoundAttackSound
RangeDamagePerSecond
RangeDamageSpeedRng
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
Inherited Variables from Engine.Projectile
bExploded, Damage, DamageRadius, ExplosionDecal, ExploWallOut, ImpactSound, MaxSpeed, MomentumTransfer, MyDamageType, RicochetCount, SpawnSound, Speed, TossZ

Functions Summary
event BeginState ()))
Attacking
function ClientAttack (Pawn NewVictim ))
event EndState ()))
Attacking
functionfloat GetSecondsPerDamage ()))
Attacking
function PostRecvState ()))
function ProcessTouch (Actor Other, vector HitLocation ))
event Replication ()))
event Tick (float DeltaTime ))
Attacking
Inherited Functions from U2.U2Projectile
AdjustTraceFireHit, Destroyed, Explode, ExplodeEx, GetLifeSeconds, HitWallEx, LandedEx, PhysicsVolumeChange, PostBeginPlay, PostRecvVelocity, PreBeginPlay, ProcessTouch, ResetLifeSeconds, SetLifespanOnBounce, ShouldSpawnEffect, SpawnEffect, TakeDamage, TryExplodeEx
Inherited Functions from Engine.Projectile
BlowUp, EncroachingOn, Explode, GetTossVelocity, PostRecvVelocity, ProcessTouch, RandSpin, Replication, Touch

States Summary
Attacking Source code
simulated state Attacking
BeginState, EndState, GetSecondsPerDamage, Tick


Variables Detail

CurrentState Source code

var name CurrentState;

DamageTimeAccum Source code

var float DamageTimeAccum;

Victim Source code

var Pawn Victim;

projectileLeech

AttackSound Source code

var(projectileLeech) Sound AttackSound;

DamagePerSecond Source code

var(projectileLeech) Range DamagePerSecond;

DamageSpeedRng Source code

var(projectileLeech) Range DamageSpeedRng;


Functions Detail

BeginState Attacking Source code

simulated event BeginState ( ) )

ClientAttack Source code

simulated function ClientAttack ( Pawn NewVictim ) )

EndState Attacking Source code

simulated event EndState ( ) )

GetSecondsPerDamage Attacking Source code

simulated function float GetSecondsPerDamage ( ) )

PostRecvState Source code

simulated function PostRecvState ( ) )

ProcessTouch Source code

function ProcessTouch ( Actor Other, vector HitLocation ) )

Replication Source code

event Replication ( ) )

Tick Attacking Source code

simulated event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	DamagePerSecond=(A=9.000000,B=18.000000)
	DamageSpeedRng=(B=500.000000)
	AttackSound=Sound'U2WeaponsA.LeechGun.LG_Attack'
	ParticleEffect=ParticleSalamander'LeechFX.ParticleSalamander0'
	ShakeRadius=128.000000
	ShakeMagnitude=10.000000
	ShakeDuration=0.300000
	speed=800.000000
	MaxSpeed=800.000000
	MyDamageType=Class'U2.DamageTypeLeechGun'
	ImpactSound=Sound'U2WeaponsA.LeechGun.LG_Bounce'
	LifeSpan=20.000000
	Mesh=LegendMesh'GlmWeaponsG.LG_Leech'
	DrawScale=0.200000
     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 10:48:32.001 - Created with UnCodeX