- Extends
- U2Projectile
Core.Object
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- U2.U2Projectile
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+-- U2Weapons.projectileLeech
Direct Known Subclasses:
projectileLeechAlt, projectileLeechEx
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 |
Inherited Functions from U2.U2Projectile |
AdjustTraceFireHit, Destroyed, Explode, ExplodeEx, GetLifeSeconds, HitWallEx, LandedEx, PhysicsVolumeChange, PostBeginPlay, PostRecvVelocity, PreBeginPlay, ProcessTouch, ResetLifeSeconds, SetLifespanOnBounce, ShouldSpawnEffect, SpawnEffect, TakeDamage, TryExplodeEx |
var name CurrentState;
var float DamageTimeAccum;
projectileLeech
simulated event BeginState ( ) )
simulated
function ClientAttack (
Pawn NewVictim ) )
simulated event EndState ( ) )
GetSecondsPerDamage Attacking Source code
simulated function float GetSecondsPerDamage ( ) )
simulated function PostRecvState ( ) )
function ProcessTouch (
Actor Other,
vector HitLocation ) )
event Replication ( ) )
simulated event Tick ( float DeltaTime ) )
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