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Core.Object | +-- Engine.Actor | +-- Engine.Projectile | +-- U2.U2Projectile | +-- U2Weapons.projectileLeech | +-- U2Weapons.projectileLeechAlt
Variables Summary | |
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bool | DestroyOnImpact |
projectileLeechAlt | |
float | AttackRange |
Range | LookTime |
Inherited Variables from U2Weapons.projectileLeech |
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AttackSound, CurrentState, DamagePerSecond, DamageSpeedRng, DamageTimeAccum, Victim |
Functions Summary | ||
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BeginState ())) Launch | ||
BeginState ())) Waiting | ||
bool | CanAttack (Controller C )) | |
ClientLaunch (vector NewVelocity )) | ||
HitWallEx (CheckResult Hit )) Flying | ||
LandedEx (CheckResult Hit )) Flying | ||
Timer ())) Waiting |
Inherited Functions from U2Weapons.projectileLeech |
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BeginState, ClientAttack, EndState, GetSecondsPerDamage, PostRecvState, ProcessTouch, Replication, Tick |
States Summary |
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Flying Source code |
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auto simulated state Flying |
HitWallEx, LandedEx |
Launch Source code |
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simulated state Launch |
BeginState |
Waiting Source code |
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simulated state Waiting |
BeginState, Timer |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { LookTime=(B=1.000000) AttackRange=256.000000 speed=1200.000000 MaxSpeed=1200.000000 Physics=PHYS_Falling bBounce=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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