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UTGameContent.UTProj_BioGlobling

Extends
UTProj_BioShot

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UTGame.UTProjectile
         |   
         +-- UTGameContent.UTProj_BioShot
            |   
            +-- UTGameContent.UTProj_BioGlobling

Variables Summary
Inherited Variables from UTGameContent.UTProj_BioShot
bCheckedSurface, bExploded, bLanding, bOnMover, CeilingHit, DripTime, FearSpot, FloorHit, GooDecalChoices, GooDecalMaterial, GooDecalTemplate, GooMesh, HitBioTemplate, HitEmitter, HitMode, HitPawnTemplate, RemainingRestTime, RestTime, SteppedInSound, SurfaceNormal, WallHit, WallThreshold
Inherited Variables from UTGame.UTProjectile
AccelRate, AmbientSound, bAdvanceExplosionEffect, bAttachExplosionToPawns, bAttachExplosionToVehicles, bCheckProjectileLight, bImportantAmbientSound, bShuttingDown, bSuppressExplosionFX, bSuppressSounds, Buoyancy, bWaitForEffects, bWideCheck, CheckRadius, CustomGravityScaling, DecalDissolveParamName, DecalHeight, DecalWidth, DurationOfDecal, ExplosionDecal, ExplosionLightClass, ExplosionSound, InstigatorBaseVehicle, MaxEffectDistance, MaxExplosionLightDistance, ProjectileLight, ProjectileLightClass, ProjEffects, ProjExplosionTemplate, ProjFlightTemplate, TerminalVelocity, TossZ

Enumerations Summary
Inherited Enumerations from UTGameContent.UTProj_BioShot
HitType

Functions Summary
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
Flying
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
OnGround
Inherited Functions from UTGameContent.UTProj_BioShot
BeginState, Destroyed, Explode, GrowCollision, HitWall, Landed, MyOnParticleSystemFinished, PhysicsVolumeChange, ProcessTouch, Shutdown, SpawnExplosionEffects, TakeDamage, Timer
Inherited Functions from UTGame.UTProjectile
CalcCamera, CalculateTravelTime, CanSplash, CheckMaxEffectDistance, CreateProjectileLight, Destroyed, EffectIsRelevant, Explode, GetHomingTarget, GetPawnOwner, GetRange, GetTerminalVelocity, GetTimeToLocation, HideProjectile, Init, Landed, MyOnParticleSystemFinished, PostBeginPlay, PreBeginPlay, ProcessTouch, ProjectileHurtRadius, SetExplosionEffectParameters, SetInitialState, ShouldSpawnExplosionLight, Shutdown, SpawnExplosionEffects, SpawnFlightEffects, StaticGetTimeToLocation, Tick, TornOff

States Summary
Flying Source code
auto state Flying
ProcessTouch
OnGround Source code
state OnGround
ProcessTouch


Functions Detail

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

ProcessTouch Flying Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

ProcessTouch OnGround Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )


Defaultproperties

defaultproperties
{
   Begin Object Class=StaticMeshComponent Name=ProjectileMesh ObjName=ProjectileMesh Archetype=StaticMeshComponent'UTGameContent.Default__UTProj_BioShot:ProjectileMesh'
      ObjectArchetype=StaticMeshComponent'UTGameContent.Default__UTProj_BioShot:ProjectileMesh'
   End Object
   GooMesh=ProjectileMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGameContent.Default__UTProj_BioShot:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGameContent.Default__UTProj_BioShot:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=ProjectileMesh
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_BioGlobling"
   ObjectArchetype=UTProj_BioShot'UTGameContent.Default__UTProj_BioShot'
}

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Creation time: sk 18-3-2018 10:00:55.048 - Created with UnCodeX