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GameFramework.GameSkelCtrl_Recoil

Extends
SkelControlBase
Modifiers
native ( Anim )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Weapon recoil bone controller. Add a small recoil to a bone (similar to camera shakes).

Core.Object
|   
+-- Engine.SkelControlBase
   |   
   +-- GameFramework.GameSkelCtrl_Recoil

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
boolbApplyControl
boolbOldPlayRecoil
GameSkelCtrl_Recoil
Vector2DAim
boolbBoneSpaceRecoil
boolbPlayRecoil
RecoilDefRecoil
Inherited Variables from Engine.SkelControlBase
bEnableEaseInOut, bIgnoreWhenNotRendered, bInitializedCachedNodeList, BlendInTime, BlendOutTime, BlendTimeToGo, BoneScale, bPropagateSetActive, bSetStrengthFromAnimNode, CachedNodeList, ControlName, ControlPosX, ControlPosY, ControlStrength, ControlTickTag, DrawWidth, IgnoreAtOrAboveLOD, NextControl, SkelComponent, StrengthAnimNodeNameList, StrengthTarget
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ERecoilStart
ERS_Zero, ERS_Random,
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
RecoilDef
TimeToGo, TimeDuration, RotAmplitude, RotFrequency, RotSinOffset, RotParams, RotOffset, LocAmplitude, LocFrequency, LocSinOffset, LocParams, LocOffset
RecoilParams
X, Y, Z, Padding
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bApplyControl Source code

var transient bool bApplyControl;
Internal, evaluates recoil is doing an effect and needs to be applied

bOldPlayRecoil Source code

var transient bool bOldPlayRecoil;

GameSkelCtrl_Recoil

Aim Source code

var(GameSkelCtrl_Recoil) Vector2D Aim;

bBoneSpaceRecoil Source code

var(GameSkelCtrl_Recoil) bool bBoneSpaceRecoil;
If TRUE, Aim is ignored, and recoil is just applied in the local bone space.

bPlayRecoil Source code

var(GameSkelCtrl_Recoil) transient bool bPlayRecoil;
variable to play recoil

Recoil Source code

var(GameSkelCtrl_Recoil) RecoilDef Recoil;
Recoil Information


Enumerations Detail

ERecoilStart Source code

enum ERecoilStart
{
ERS_Zero, ERS_Random,
};
Recoil Start-up


Structures Detail

RecoilDef Source code

struct RecoilDef
{
var(GameSkelCtrl_Recoil) vector LocAmplitude;
var(GameSkelCtrl_Recoil) vector LocFrequency;
var transient Vector LocOffset;
var(GameSkelCtrl_Recoil) RecoilParams LocParams;
var vector LocSinOffset;
var(GameSkelCtrl_Recoil) vector RotAmplitude;
var(GameSkelCtrl_Recoil) vector RotFrequency;
var transient Rotator RotOffset;
var(GameSkelCtrl_Recoil) RecoilParams RotParams;
var vector RotSinOffset;
var(GameSkelCtrl_Recoil) float TimeDuration;
var transient float TimeToGo;
};
Recoil definition
LocAmplitude:
Loc offset amplitude
LocFrequency:
Loc offset frequency
LocOffset:
Internal, Location offset for this frame.
LocParams:
Loc parameters
LocSinOffset:
Loc offset Sine offset
RotAmplitude:
Rotation amplitude
RotFrequency:
Rotation frequency
RotOffset:
Internal, Rotation offset for this frame.
RotParams:
Rotation parameters
RotSinOffset:
Rotation Sine offset
TimeDuration:
Duration in seconds of current recoil shake
TimeToGo:
Time in seconds to go until current recoil finished

RecoilParams Source code

struct RecoilParams
{
var transient const byte Padding;
var(GameSkelCtrl_Recoil) ERecoilStart X;
var(GameSkelCtrl_Recoil) ERecoilStart Y;
var(GameSkelCtrl_Recoil) ERecoilStart Z;
};
Recoil params


Defaultproperties

defaultproperties
{
   Recoil=(TimeDuration=0.330000)
   Name="Default__GameSkelCtrl_Recoil"
   ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase'
}

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Creation time: sk 18-3-2018 10:00:37.174 - Created with UnCodeX