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UnrealShare.rocket

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UnrealShare.rocket

Direct Known Subclasses:

SeekingRocket

Variables Summary
boolbHitWater
boolbRing
boolbWaterStart
floatCount
vectorInitialDir
floatMagnitudeVel
intNumExtraRockets
ActorSeeking
floatSmokeRate
Inherited Variables from Engine.Projectile
Damage, ExplosionDecal, ExploWallOut, ImpactSound, MaxSpeed, MiscSound, MomentumTransfer, MyDamageType, SpawnSound, Speed
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function BeginState ()))
Flying
function BlowUp (vector HitLocation, RingExplosion r))
Flying
function Explode (vector HitLocation, vector HitNormal))
Flying
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation))
Flying
function Tick (float DeltaTime))
function ZoneChange (Zoneinfo NewZone ))
Flying
Inherited Functions from Engine.Projectile
EncroachingOn, Explode, HitWall, ProcessTouch, RandSpin, Touch
Inherited Functions from Engine.Actor
*, +, -, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
Flying Source code
auto state Flying
BeginState, BlowUp, Explode, ProcessTouch, ZoneChange


Variables Detail

bHitWater Source code

var bool bHitWater;

bRing Source code

var bool bRing;

bWaterStart Source code

var bool bWaterStart;

Count Source code

var float Count;

InitialDir Source code

var vector InitialDir;

MagnitudeVel Source code

var float MagnitudeVel;

NumExtraRockets Source code

var int NumExtraRockets;

Seeking Source code

var Actor Seeking;

SmokeRate Source code

var float SmokeRate;


Functions Detail

BeginState Flying Source code

function BeginState ( ) )

BlowUp Flying Source code

function BlowUp ( vector HitLocation, RingExplosion r) )

Explode Flying Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Flying Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation) )

Tick Source code

simulated function Tick ( float DeltaTime) )

ZoneChange Flying Source code

simulated function ZoneChange ( Zoneinfo NewZone ) )


Defaultproperties

defaultproperties
{
     speed=900.000000
     MaxSpeed=1600.000000
     Damage=85.000000
     MomentumTransfer=80000
     SpawnSound=Sound'UnrealShare.Eightball.Ignite'
     ImpactSound=Sound'UnrealShare.Eightball.GrenadeFloor'
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=6.000000
     AnimSequence=Armed
     AmbientSound=Sound'UnrealShare.General.Brufly1'
     Skin=FireTexture'UnrealShare.Effect16.fireeffect16'
     Mesh=LodMesh'UnrealShare.RocketM'
     DrawScale=0.050000
     AmbientGlow=96
     bUnlit=True
     SoundRadius=9
     SoundVolume=255
     LightType=LT_Steady
     LightEffect=LE_NonIncidence
     LightBrightness=126
     LightHue=28
     LightSaturation=64
     LightRadius=6
     bCorona=True
     bBounce=True
}

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Creation time: Fr 7.6.2013 13:14:55.599 - Created with UnCodeX