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Engine.Projectile

Extends
Actor
Modifiers
abstract native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile

Direct Known Subclasses:

BioGlob, FlakChunk, flakshell, FX_SpaceFighter_InstantHitLaser, GasBagBelch, Grenade, KrallBolt, LinkProjectile, ONSAttackCraftMissle, ONSAVRiLRocket, ONSBomb, ONSBomberRocketProjectile, ONSDecoy, ONSDualACRocket, ONSGrenadeProjectile, ONSMASRocketProjectile, ONSMineProjectile, ONSMortarShell, ONSPlasmaProjectile, ONSRocketProjectile, ONSRVWebProjectile, PROJ_LinkTurret_Plasma, PROJ_Sentinel_Laser, PROJ_SpaceFighter_Rocket, PROJ_TurretSkaarjPlasma, RedeemerProjectile, RocketProj, ShockProjectile, SkaarjProjectile, SpawnerProjectile, TracerProjectile, TranslocatorBeacon

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
boolbNoFX
boolbReadyToSplash
boolbScriptPostRender
boolbSpecialCalcView
boolbSwitchToZeroCollision
floatDamage
floatDamageRadius
class<Projector>ExplosionDecal
floatExploWallOut
ActorHurtWall
soundImpactSound
ControllerInstigatorController
ActorLastTouched
floatMaxEffectDistance
floatMaxSpeed
floatMomentumTransfer
class<DamageType>MyDamageType
soundSpawnSound
floatSpeed
floatTossZ
ActorZeroCollider
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
function BlowUp (vector HitLocation))
functionbool CanSplash ()))
functionbool CheckMaxEffectDistance (PlayerController P, vector SpawnLocation))
function ClientSideTouch (Actor Other, Vector HitLocation))
function DelayedHurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ))
functionbool EncroachingOn (actor Other ))
function Explode (vector HitLocation, vector HitNormal))
functionfloat GetRange ()))
function HitWall (vector HitNormal, actor Wall))
function HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ))
functionbool IsStationary ()))
function PostBeginPlay ()))
event PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY)
function ProcessTouch (Actor Other, Vector HitLocation))
function RandSpin (float spinRate))
function Reset ()))
functionbool SpecialCalcView (out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation, bool bBehindView)
function Touch (Actor Other))
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Variables Detail

bNoFX Source code

var bool bNoFX;

bReadyToSplash Source code

var bool bReadyToSplash;

bScriptPostRender Source code

var bool bScriptPostRender;

bSpecialCalcView Source code

var bool bSpecialCalcView;

bSwitchToZeroCollision Source code

var bool bSwitchToZeroCollision;

Damage Source code

var float Damage;

DamageRadius Source code

var float DamageRadius;

ExplosionDecal Source code

var class<Projector> ExplosionDecal;

ExploWallOut Source code

var float ExploWallOut;

HurtWall Source code

var Actor HurtWall;

ImpactSound Source code

var sound ImpactSound;

InstigatorController Source code

var Controller InstigatorController;

LastTouched Source code

var Actor LastTouched;

MaxEffectDistance Source code

var float MaxEffectDistance;

MaxSpeed Source code

var float MaxSpeed;

MomentumTransfer Source code

var float MomentumTransfer;

MyDamageType Source code

var class<DamageType> MyDamageType;

SpawnSound Source code

var sound SpawnSound;

Speed Source code

var float Speed;

TossZ Source code

var float TossZ;

ZeroCollider Source code

var Actor ZeroCollider;


Functions Detail

BlowUp Source code

simulated function BlowUp ( vector HitLocation) )

CanSplash Source code

simulated function bool CanSplash ( ) )

CheckMaxEffectDistance Source code

simulated function bool CheckMaxEffectDistance ( PlayerController P, vector SpawnLocation) )

ClientSideTouch Source code

simulated function ClientSideTouch ( Actor Other, Vector HitLocation) )

DelayedHurtRadius Source code

simulated function DelayedHurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ) )

EncroachingOn Source code

function bool EncroachingOn ( actor Other ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

GetRange Source code

simulated static function float GetRange ( ) )

HitWall Source code

simulated singular function HitWall ( vector HitNormal, actor Wall) )

HurtRadius Source code

simulated function HurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ) )

IsStationary Source code

function bool IsStationary ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostRender2D Source code

simulated event PostRender2D ( Canvas C, float ScreenLocX, float ScreenLocY )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation) )

RandSpin Source code

simulated final function RandSpin ( float spinRate) )

Reset Source code

function Reset ( ) )

SpecialCalcView Source code

function bool SpecialCalcView ( out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation, bool bBehindView )

Touch Source code

simulated singular function Touch ( Actor Other) )


Defaultproperties

defaultproperties
{
     MaxSpeed=2000.000000
     TossZ=100.000000
     DamageRadius=220.000000
     MyDamageType=Class'Engine.DamageType'
     DrawType=DT_Mesh
     bAcceptsProjectors=False
     bNetTemporary=True
     bReplicateInstigator=True
     bNetInitialRotation=True
     Physics=PHYS_Projectile
     RemoteRole=ROLE_SimulatedProxy
     NetPriority=2.500000
     LifeSpan=14.000000
     Texture=Texture'Engine.S_Camera'
     bUnlit=True
     bGameRelevant=True
     bCanBeDamaged=True
     bDisturbFluidSurface=True
     SoundVolume=0
     CollisionRadius=0.000000
     CollisionHeight=0.000000
     bCollideActors=True
     bCollideWorld=True
     bUseCylinderCollision=True
}

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Creation time: sk 18-3-2018 09:49:49.538 - Created with UnCodeX