Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTGib_VehiclePiece extends UTGib_Vehicle notplaceable; simulated event PreBeginPlay() { // we skip UTGib as UTGib will do ChooseGib(). For the VehiclePieces we know they are only StaticMeshes // and that StaticMesh is stored in the SkelControl_Damage so when we spawn one of these we call SetGibStaticMesh( Mesh ) Super(Actor).PreBeginPlay(); } defaultproperties { Begin Object Class=DynamicLightEnvironmentComponent Name=GibLightEnvironmentComp ObjName=GibLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTGib_Vehicle:GibLightEnvironmentComp' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTGib_Vehicle:GibLightEnvironmentComp' End Object GibLightEnvironment=GibLightEnvironmentComp Components(0)=GibLightEnvironmentComp Name="Default__UTGib_VehiclePiece" ObjectArchetype=UTGib_Vehicle'UTGame.Default__UTGib_Vehicle' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |