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UTGame.UTDamageType

Extends
DamageType
Modifiers
abstract

UTDamageType NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking damage from any UTDamageType! Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.DamageType
   |   
   +-- UTGame.UTDamageType

Direct Known Subclasses:

UTDmgType_AvrilRocket, UTDmgType_BioGoo, UTDmgType_Burning, UTDmgType_CicadaLaser, UTDmgType_DarkWalkerBolt, UTDmgType_Drowned, UTDmgType_EMP, UTDmgType_Encroached, UTDmgType_Enforcer, UTDmgType_FailedTranslocation, UTDmgType_FlakShard, UTDmgType_FuryBolt, UTDmgType_GoliathMachineGun, UTDmgType_HellBenderPrimary, UTDmgType_HeroBomb, UTDmgType_HeroMelee, UTDmgType_ImpactHammer, UTDmgType_Instagib, UTDmgType_LeviathanBeam, UTDmgType_LeviathanBolt, UTDmgType_LeviathanCollision, UTDmgType_LeviathanExplosion, UTDmgType_LeviathanRocket, UTDmgType_LeviathanShard, UTDmgType_LeviathanShockBall, UTDmgType_LinkBeam, UTDmgType_LinkGenerator, UTDmgType_LinkPlasma, UTDmgType_MantaBolt, UTDmgType_NemesisBeam, UTDmgType_NightshadeBeam, UTDmgType_NodeDestruction, UTDmgType_OrbReturn, UTDmgType_PaladinEnergyBolt, UTDmgType_PaladinProximityExplosion, UTDmgType_RanOver, UTDmgType_RaptorBolt, UTDmgType_Redeemer, UTDmgType_ScavengerBallCollision, UTDmgType_ScavengerBolt, UTDmgType_ScavengerStabbed, UTDmgType_ScorpionBlade, UTDmgType_ScorpionGlob, UTDmgType_ShapedCharge, UTDmgType_ShockBall, UTDmgType_ShockCombo, UTDmgType_ShockPrimary, UTDmgType_Slime, UTDmgType_SniperHeadShot, UTDmgType_SniperPrimary, UTDmgType_SpaceDeath, UTDmgType_SpiderMine, UTDmgType_SPMACameraCrush, UTDmgType_SPMAShell, UTDmgType_SPMAShockBall, UTDmgType_SPMAShockBeam, UTDmgType_SPMAShockChain, UTDmgType_SPMASmallShell, UTDmgType_StingerBullet, UTDmgType_StingerShard, UTDmgType_Telefrag, UTDmgType_TurretPrimary, UTDmgType_TurretRocket, UTDmgType_TurretShard, UTDmgType_TurretShockBall, UTDmgType_VehicleCollision, UTDmgType_VehicleShockBall, UTDmgType_VehicleShockBeam, UTDmgType_VehicleShockChain, UTDmgType_ViperBolt, UTDmgType_XRay

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

Variables Summary
intAlwaysGibDamageThreshold
boolbBulletHit
boolbCauseConvulsions
boolbComplainFriendlyFire
boolbDestroysBarricades
boolbDirectDamage
boolbHeadGibCamera
boolbLeaveBodyEffect
boolbOverrideHitEffectColor
boolbSelfDestructDamage
boolbSeversHead
boolbSpecialDeathCamera
boolbThrowRagdoll
boolbUseTearOffMomentum
boolbVehicleHit
intCustomTauntIndex
LinearColorDamageBodyMatColor
CameraAnimDamageCameraAnim
floatDamageOverlayTime
class<UTWeapon>DamageWeaponClass
intDamageWeaponFireMode
class<UTEmitCameraEffect>DeathCameraEffectInstigator
class<UTEmitCameraEffect>DeathCameraEffectVictim
floatDeathOverlayTime
nameDeathStatsName
floatGibPerterbation
intGibThreshold
ParticleSystemGibTrail
floatHeroPointsMultiplier
LinearColorHitEffectColor
nameKillStatsName
intMinAccumulateDamageThreshold
floatNodeDamageScaling
floatPhysicsTakeHitMomentumThreshold
class<UTLocalMessage>RewardAnnouncementClass
intRewardAnnouncementSwitch
intRewardCount
nameRewardEvent
nameSuicideStatsName
DeathAnim
boolbAnimateHipsForDeathAnim
nameDeathAnim
floatDeathAnimRate
floatMotorDecayTime
floatStopAnimAfterDamageInterval
UTDamageType
boolbUseDamageBasedDeathEffects
Inherited Variables from Engine.DamageType
bAlwaysGibs, bArmorStops, bCausedByWorld, bCausesBlood, bCausesBloodSplatterDecals, bDontHurtInstigator, bExtraMomentumZ, bIgnoreDriverDamageMult, bKRadialImpulse, bKUseOwnDeathVel, bLocationalHit, bNeverGibs, bRadialDamageVelChange, DamagedFFWaveform, DeathString, FemaleSuicide, GibModifier, KDamageImpulse, KDeathUpKick, KDeathVel, KilledFFWaveform, KImpulseRadius, MaleSuicide, RadialDamageImpulse, VehicleDamageScaling, VehicleMomentumScaling
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
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
function BoneBreaker (UTPawn ThePawn, SkeletalMeshComponent TheMesh, vector Impulse, vector HitLocation, name BoneName))
function CalcDeathCamera (UTPawn P, float DeltaTime, out vector CameraLocation, out rotator CameraRotation, out float CameraFOV)
function CreateDeathGoreChunks (UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation))
function CreateDeathSkeleton (UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation))
function DoCustomDamageEffects (UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation))
function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY))
functionclass<UTEmitCameraEffectGetDeathCameraEffectInstigator (UTPawn UTP ))
functionclass<UTEmitCameraEffectGetDeathCameraEffectVictim (UTPawn UTP ))
functionfloat GetHitEffectDuration (Pawn P, float Damage))
functionname GetStatsName (name StatType))
function IncrementDeaths (UTPlayerReplicationInfo KilledPRI))
functionint IncrementKills (UTPlayerReplicationInfo KillerPRI))
function IncrementSuicides (UTPlayerReplicationInfo KilledPRI))
function PawnTornOff (UTPawn DeadPawn)
function ScoreKill (UTPlayerReplicationInfo KillerPRI, UTPlayerReplicationInfo KilledPRI, Pawn KilledPawn))
functionbool ShouldGib (UTPawn DeadPawn))
function SpawnExtraGibEffects (UTGib TheGib)
function SpawnGibEffects (UTGib Gib))
function SpawnHitEffect (Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation)
Inherited Functions from Engine.DamageType
DeathMessage, SuicideMessage, VehicleDamageScalingFor
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

AlwaysGibDamageThreshold Source code

var int AlwaysGibDamageThreshold;

bBulletHit Source code

var bool bBulletHit;

bCauseConvulsions Source code

var bool bCauseConvulsions;

bComplainFriendlyFire Source code

var bool bComplainFriendlyFire;
Whether teammates should complain about friendly fire with this damage type

bDestroysBarricades Source code

var bool bDestroysBarricades;
If true, this type of damage blows up barricades

bDirectDamage Source code

var bool bDirectDamage;

bHeadGibCamera Source code

var bool bHeadGibCamera;
whether getting gibbed with this damage type attaches the camera to the head gib

bLeaveBodyEffect Source code

var bool bLeaveBodyEffect;

bOverrideHitEffectColor Source code

var bool bOverrideHitEffectColor;
if set, when taking this damage HUD hit effect is our HitEffectColor instead of the default

bSelfDestructDamage Source code

var bool bSelfDestructDamage;

bSeversHead Source code

var bool bSeversHead;

bSpecialDeathCamera Source code

var bool bSpecialDeathCamera;
if set, UTPawn::Dying::CalcCamera() calls this DamageType's CalcDeathCamera() function to handle the camera

bThrowRagdoll Source code

var bool bThrowRagdoll;

bUseTearOffMomentum Source code

var bool bUseTearOffMomentum;

bVehicleHit Source code

var bool bVehicleHit;

CustomTauntIndex Source code

var int CustomTauntIndex;
Custom taunt index for this damage type

DamageBodyMatColor Source code

var LinearColor DamageBodyMatColor;

DamageCameraAnim Source code

var CameraAnim DamageCameraAnim;
camera anim played instead of the default damage shake when taking this type of damage

DamageOverlayTime Source code

var float DamageOverlayTime;

DamageWeaponClass Source code

var class<UTWeapon> DamageWeaponClass;
Information About the weapon that caused this if available

DamageWeaponFireMode Source code

var int DamageWeaponFireMode;

DeathCameraEffectInstigator Source code

var protected class<UTEmitCameraEffect> DeathCameraEffectInstigator;
This is the Camera Effect you get when you cause from this Damage Type

DeathCameraEffectVictim Source code

var protected class<UTEmitCameraEffect> DeathCameraEffectVictim;
This is the Camera Effect you get when you die from this Damage Type

DeathOverlayTime Source code

var float DeathOverlayTime;

DeathStatsName Source code

var name DeathStatsName;
Name used for stats for deaths with this damage type

GibPerterbation Source code

var float GibPerterbation;

GibThreshold Source code

var int GibThreshold;

GibTrail Source code

var ParticleSystem GibTrail;
Particle system trail to attach to gibs caused by this damage type

HeroPointsMultiplier Source code

var float HeroPointsMultiplier;
Scaling applied to kills obtained with this damage type

HitEffectColor Source code

var LinearColor HitEffectColor;

KillStatsName Source code

var name KillStatsName;
Name used for stats for kills with this damage type

MinAccumulateDamageThreshold Source code

var int MinAccumulateDamageThreshold;

NodeDamageScaling Source code

var float NodeDamageScaling;
Damage scaling when hit warfare node/core

PhysicsTakeHitMomentumThreshold Source code

var float PhysicsTakeHitMomentumThreshold;
magnitude of momentum that must be caused by this damagetype for physics based takehit animations to be used on the target

RewardAnnouncementClass Source code

var class<UTLocalMessage> RewardAnnouncementClass;

RewardAnnouncementSwitch Source code

var int RewardAnnouncementSwitch;
Announcement switch for reward announcement.

RewardCount Source code

var int RewardCount;
If > 0, how many kills of this type get you a reward announcement

RewardEvent Source code

var name RewardEvent;
Stats event associated with reward

SuicideStatsName Source code

var name SuicideStatsName;
Name used for stats for suicides with this damage type

DeathAnim

bAnimateHipsForDeathAnim Source code

var(DeathAnim) bool bAnimateHipsForDeathAnim;
If true, char is stopped and root bone is animated using a bone spring for this type of death.

DeathAnim Source code

var(DeathAnim) name DeathAnim;
Name of animation to play upon death.

DeathAnimRate Source code

var(DeathAnim) float DeathAnimRate;
How fast to play the death animation

MotorDecayTime Source code

var(DeathAnim) float MotorDecayTime;
If non-zero, motor strength is ramped down over this time (in seconds)

StopAnimAfterDamageInterval Source code

var(DeathAnim) float StopAnimAfterDamageInterval;
If non-zero, stop death anim after this time (in seconds) after stopping taking damage of this type.

UTDamageType

bUseDamageBasedDeathEffects Source code

var(UTDamageType) bool bUseDamageBasedDeathEffects;
This will delegate to the death effects to the damage type. This allows us to have specific damage effects without polluting the Pawn / Weapon class with checking for the damage type


Functions Detail

BoneBreaker Source code

static function BoneBreaker ( UTPawn ThePawn, SkeletalMeshComponent TheMesh, vector Impulse, vector HitLocation, name BoneName) )
This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.

CalcDeathCamera Source code

simulated static function CalcDeathCamera ( UTPawn P, float DeltaTime, out vector CameraLocation, out rotator CameraRotation, out float CameraFOV )
called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true

CreateDeathGoreChunks Source code

static function CreateDeathGoreChunks ( UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation) )
This will create the gore chunks from a special death

CreateDeathSkeleton Source code

static function CreateDeathSkeleton ( UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation) )
This will create a skeleton (white boney skeleton) on death.

DoCustomDamageEffects Source code

static function DoCustomDamageEffects ( UTPawn ThePawn, class<UTDamageType> TheDamageType, const out TraceHitInfo HitInfo, vector HitLocation) )

DrawKillIcon Source code

simulated static function DrawKillIcon ( Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY) )

GetDeathCameraEffectInstigator Source code

simulated static function class<UTEmitCameraEffect> GetDeathCameraEffectInstigator ( UTPawn UTP ) )
Return the DeathCameraEffect that will be played on the instigator that was caused by this damagetype and the Pawn type (e.g. robot)

GetDeathCameraEffectVictim Source code

simulated static function class<UTEmitCameraEffect> GetDeathCameraEffectVictim ( UTPawn UTP ) )
Return the DeathCameraEffect that will be played on the victim that was caused by this damagetype and the Pawn type (e.g. robot)

GetHitEffectDuration Source code

static function float GetHitEffectDuration ( Pawn P, float Damage) )

@return duration of hit effect, primarily used for replication timeout to avoid replicating out of date hits to clients when pawns become relevant

GetStatsName Source code

static function name GetStatsName ( name StatType) )

IncrementDeaths Source code

static function IncrementDeaths ( UTPlayerReplicationInfo KilledPRI) )

IncrementKills Source code

static function int IncrementKills ( UTPlayerReplicationInfo KillerPRI) )

IncrementSuicides Source code

static function IncrementSuicides ( UTPlayerReplicationInfo KilledPRI) )

PawnTornOff Source code

static function PawnTornOff ( UTPawn DeadPawn )

ScoreKill Source code

static function ScoreKill ( UTPlayerReplicationInfo KillerPRI, UTPlayerReplicationInfo KilledPRI, Pawn KilledPawn) )

ShouldGib Source code

static function bool ShouldGib ( UTPawn DeadPawn) )

@param DeadPawn is pawn killed by this damagetype
@return whether or not we should gib due to damage

SpawnExtraGibEffects Source code

simulated static function SpawnExtraGibEffects ( UTGib TheGib )
allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way

SpawnGibEffects Source code

static function SpawnGibEffects ( UTGib Gib) )
allows DamageType to spawn additional effects on gibs (such as flame trails)

SpawnHitEffect Source code

static function SpawnHitEffect ( Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation )
Possibly spawn a custom hit effect


Defaultproperties

defaultproperties
{
   DamageBodyMatColor=(R=10.000000,G=0.000000,B=0.000000,A=1.000000)
   DamageOverlayTime=0.100000
   DeathOverlayTime=0.100000
   bDirectDamage=True
   bAnimateHipsForDeathAnim=True
   bComplainFriendlyFire=True
   bHeadGibCamera=True
   GibPerterbation=0.060000
   GibThreshold=-50
   MinAccumulateDamageThreshold=50
   AlwaysGibDamageThreshold=150
   PhysicsTakeHitMomentumThreshold=250.000000
   GibTrail=ParticleSystem'T_FX.Effects.P_FX_Bloodsmoke_Trail'
   DeathAnimRate=1.000000
   NodeDamageScaling=1.000000
   KillStatsName="KILLS_ENVIRONMENT"
   DeathStatsName="DEATHS_ENVIRONMENT"
   SuicideStatsName="SUICIDES_ENVIRONMENT"
   RewardAnnouncementClass=Class'UTGame.UTWeaponRewardMessage'
   CustomTauntIndex=-1
   HitEffectColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   HeroPointsMultiplier=1.000000
   RadialDamageImpulse=750.000000
   DamagedFFWaveform=ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform0'
   KilledFFWaveform=ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform1'
   Name="Default__UTDamageType"
   ObjectArchetype=DamageType'Engine.Default__DamageType'
}

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Creation time: sk 18-3-2018 10:00:49.537 - Created with UnCodeX