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Botpack.UTCreatureChunks

Extends
Carcass

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- Engine.Carcass
         |   
         +-- Botpack.UTCreatureChunks

Direct Known Subclasses:

UTMasterCreatureChunk, UTPlayerChunks

Variables Summary
boolbGreenBlood
nameCarcassAnim
class<UTHumanCarcass>CarcassClass
floatCarcHeight
VectorCarcLocation
SoundHitSounds[4]
UT_Bloodtrailtrail
floatTrailSize
Inherited Variables from Engine.Carcass
bDecorative, bPlayerCarcass, bReducedHeight, bSlidingCarcass, Bugs, CumulativeDamage, flies, PlayerOwner, rats
Inherited Variables from Engine.Decoration
bBobbing, bOnlyTriggerable, bPushable, bPushSoundPlaying, bSplash, bWasCarried, content2, content3, contents, EffectWhenDestroyed, EndPushSound, numLandings, PushSound

Functions Summary
function BeginPlay ()))
function BeginState ()))
Dead
function ChunkUp (int Damage))
function ClientExtraChunks ()))
function Destroyed ()))
function HitWall (vector HitNormal, actor Wall))
function Initfor (actor Other))
function InitVelocity (Actor Other))
function Landed (vector HitNormal))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function Timer ()))
Dead
function ZoneChange (ZoneInfo NewZone ))
Inherited Functions from Engine.Carcass
AddFliesAndRats, AllowChunk, BeginState, CheckZoneCarcasses, ChunkUp, CreateReplacement, Destroyed, Initfor, TakeDamage, Timer
Inherited Functions from Engine.Decoration
BaseChange, Bump, Destroyed, Drop, FollowHolder, Frag, Landed, skinnedFrag, Timer, Trigger, ZoneChange

States Summary
Dead Source code
state Dead
BeginState, Timer
Dying Source code
auto state Dying


Variables Detail

bGreenBlood Source code

var bool bGreenBlood;

CarcassAnim Source code

var name CarcassAnim;

CarcassClass Source code

var class<UTHumanCarcass> CarcassClass;

CarcHeight Source code

var float CarcHeight;

CarcLocation Source code

var Vector CarcLocation;

HitSounds[4] Source code

var Sound HitSounds[4];

trail Source code

var UT_Bloodtrail trail;

TrailSize Source code

var float TrailSize;


Functions Detail

BeginPlay Source code

simulated function BeginPlay ( ) )

BeginState Dead Source code

function BeginState ( ) )

ChunkUp Source code

function ChunkUp ( int Damage) )

ClientExtraChunks Source code

simulated function ClientExtraChunks ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

Initfor Source code

function Initfor ( actor Other) )

InitVelocity Source code

function InitVelocity ( Actor Other) )

Landed Source code

simulated function Landed ( vector HitNormal) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

Timer Dead Source code

function Timer ( ) )

ZoneChange Source code

simulated function ZoneChange ( ZoneInfo NewZone ) )


Defaultproperties

defaultproperties
{
     TrailSize=3.000000
     HitSounds(0)=Sound'UnrealShare.Gibs.gibP1'
     HitSounds(1)=Sound'UnrealShare.Gibs.gibP4'
     HitSounds(2)=Sound'UnrealShare.Gibs.gibP5'
     HitSounds(3)=Sound'UnrealShare.Gibs.gibP6'
     bNetTemporary=True
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=20.000000
     Mesh=LodMesh'UnrealShare.CowBody1'
     bUnlit=True
     bCollideActors=False
     bBounce=True
     bFixedRotationDir=True
     Mass=90.000000
     Buoyancy=27.000000
     RotationRate=(Pitch=30000,Roll=30000)
}

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Creation time: Fr 7.6.2013 13:15:19.625 - Created with UnCodeX