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Betrayal.BetrayalMercuryMissile

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- Betrayal.BetrayalMercuryMissile

Direct Known Subclasses:

BetrayalMercuryBetrayMissile

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
floatAccelRate
class<WeaponDamageType>AirHeadHitDamage
class<WeaponDamageType>AirHitDamage
class<WeaponDamageType>AirPunchThroughDamage
class<WeaponDamageType>AirThroughHeadDamage
boolbCanHitOwner
array<ParticleEmitter.ParticleColorScale>BetrayalThrusterColorScale
boolbFakeDestroyed
boolbSameTeamShot
boolbWasAirHit
boolbWasHeadshot
class<WeaponDamageType>DirectHitDamage
intDirection
floatDopplerBaseSpeed
floatDopplerStrength
intEnemyHitCount
SoundExplodeOnPlayerSound
TExplosionEffectInfoExplosionEffectInfo
class<WeaponDamageType>HeadHitDamage
floatHeadShotSizeAdjust
floatImpactDamageAmount
ActorPrevTouched
vectorPrevTouchLocation
class<WeaponDamageType>PunchThroughDamage
floatPunchThroughSpeed
floatPunchThroughVelocityLossPercent
floatRocketJumpBoost
vectorSpawnLocation
class<WeaponDamageType>SplashDamageType
floatSplashMomentum
class<WeaponDamageType>ThroughHeadDamage
vectorTouchLocation
vectorTouchNormal
BetrayalMercuryMissileTrailTrail
rangevectorTrailLineColor
floatTransferDamageAmount
vectorWallLocation
vectorWallNormal
Inherited Variables from Engine.Projectile
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
TExplosionEffectInfo
Other, HitLocation, HitNormal
TVictimInfo
Actor, HL, HN
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function ApplyDamage (vector HitLocation, vector VDiff, bool bPenetrate, class<WeaponDamageType> DamageType, Pawn HeadshotPawn, bool bNoDamage))
function BeginPlay ()))
function BeginState ()))
WasFakeDestroyed
function BlowUp (vector HitLocation))
function ClientSideTouch (Actor Other, vector HitLocation))
function CountHit (Pawn Other))
function Destroyed ()))
function Explode (vector HitLocation, vector HitNormal))
function FakeDestroy ()))
function FakeDestroyed ()))
functionclass<BetrayalMercuryExplosionGetExplosionClass (Actor HitActor, vector HitLocation, vector HitNormal, out rotator EffectRotationOffset))
function HitWall (vector HitNormal, Actor Wall))
function PlayBroadcastedSound (Actor SoundOwner, Sound Sound))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function ProcessContact (bool bPenetrate, Actor Other, vector HitLocation, vector HitNormal))
function ProcessTouch (Actor Other, vector HitLocation))
functionbool ShouldPenetrate (Actor Other, vector HitNormal))
function SpawnExplosionEffects (Actor Other, vector HitLocation, vector HitNormal))
function SpawnPenetrationEffects (Actor Other, vector HitLocation, vector HitNormal))
event Tick (float DeltaTime))
Flying
function TornOff ()))
function Touch (Actor Other))
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
Flying Source code
auto simulated state Flying
/** Wait a bit before allowing owner hits. Adjust ambient sound to fake doppler effect. */
Tick
WasFakeDestroyed Source code
state WasFakeDestroyed
/** The fake-destroyed state. The server enters this state after FakeDestroy() was called. */
BeginState


Variables Detail

AccelRate Source code

var float AccelRate;

AirHeadHitDamage Source code

var class<WeaponDamageType> AirHeadHitDamage;

AirHitDamage Source code

var class<WeaponDamageType> AirHitDamage;

AirPunchThroughDamage Source code

var class<WeaponDamageType> AirPunchThroughDamage;

AirThroughHeadDamage Source code

var class<WeaponDamageType> AirThroughHeadDamage;

bCanHitOwner Source code

var bool bCanHitOwner;

BetrayalThrusterColorScale Source code

var array<ParticleEmitter.ParticleColorScale> BetrayalThrusterColorScale;

bFakeDestroyed Source code

var bool bFakeDestroyed;

bSameTeamShot Source code

var bool bSameTeamShot;

bWasAirHit Source code

var bool bWasAirHit;

bWasHeadshot Source code

var bool bWasHeadshot;

DirectHitDamage Source code

var class<WeaponDamageType> DirectHitDamage;

Direction Source code

var int Direction;
Replicated direction of flight to get around inaccurate rotator replication.

DopplerBaseSpeed Source code

var float DopplerBaseSpeed;

DopplerStrength Source code

var float DopplerStrength;

EnemyHitCount Source code

var int EnemyHitCount;
Hit count for multi-hit messages.

ExplodeOnPlayerSound Source code

var Sound ExplodeOnPlayerSound;

ExplosionEffectInfo Source code

var TExplosionEffectInfo ExplosionEffectInfo;

HeadHitDamage Source code

var class<WeaponDamageType> HeadHitDamage;

HeadShotSizeAdjust Source code

var float HeadShotSizeAdjust;

ImpactDamageAmount Source code

var float ImpactDamageAmount;

PrevTouched Source code

var transient Actor PrevTouched;

PrevTouchLocation Source code

var vector PrevTouchLocation;
Spawn location for determining nice air hits.

PunchThroughDamage Source code

var class<WeaponDamageType> PunchThroughDamage;

PunchThroughSpeed Source code

var float PunchThroughSpeed;

PunchThroughVelocityLossPercent Source code

var float PunchThroughVelocityLossPercent;

RocketJumpBoost Source code

var float RocketJumpBoost;

SpawnLocation Source code

var vector SpawnLocation;
Spawn location for determining nice air hits.

SplashDamageType Source code

var class<WeaponDamageType> SplashDamageType;

SplashMomentum Source code

var float SplashMomentum;

ThroughHeadDamage Source code

var class<WeaponDamageType> ThroughHeadDamage;

TouchLocation Source code

var transient vector TouchLocation;

TouchNormal Source code

var transient vector TouchNormal;

Trail Source code

var BetrayalMercuryMissileTrail Trail;

TrailLineColor Source code

var rangevector TrailLineColor;

TransferDamageAmount Source code

var float TransferDamageAmount;

WallLocation Source code

var transient vector WallLocation;

WallNormal Source code

var transient vector WallNormal;


Structures Detail

TExplosionEffectInfo Source code

struct TExplosionEffectInfo
{
var vector HitLocation;
var vector HitNormal;
var Actor Other;
};


TVictimInfo Source code

struct TVictimInfo
{
var Actor Actor;
var vector HL;
var vector HN;
};



Functions Detail

ApplyDamage Source code

simulated function ApplyDamage ( vector HitLocation, vector VDiff, bool bPenetrate, class<WeaponDamageType> DamageType, Pawn HeadshotPawn, bool bNoDamage) )
Hurt all actors within the specified radius.

BeginPlay Source code

simulated function BeginPlay ( ) )

BeginState WasFakeDestroyed Source code

simulated function BeginState ( ) )
Hides the projectile and disables its collision and movement upon entering the fake-destroyed state.

BlowUp Source code

simulated function BlowUp ( vector HitLocation) )
Obsolete. Use ProcessContact() and related functions instead.

ClientSideTouch Source code

simulated function ClientSideTouch ( Actor Other, vector HitLocation) )
Obsolete. Use ProcessContact() instead.

CountHit Source code

function CountHit ( Pawn Other) )
Count direct hits against enemies and team mates for multi-hit messages.

Destroyed Source code

simulated function Destroyed ( ) )
Unregister from any projectile modifiers and potential parent projectiles.

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )
Called by ONSPowerCoreShield.Touch(), detects actual hit location/normal and calls ProcessContact without penetration.

FakeDestroy Source code

simulated function FakeDestroy ( ) )
Sets the projectile in a "would-be destroyed" state. Doesn't differ from calling Destroy() if the prjectile has RemoteRole < ROLE_SimulatedProxy. NOTE: This function may not have the desired results if projectile is bNetTemporary!

FakeDestroyed Source code

simulated function FakeDestroyed ( ) )
Called after the projectile is FakeDestroy()ed. Do not rely on the projectile continuing to exist after this function call since FakeDestroy() may call Destroy() right after calling this function!

GetExplosionClass Source code

simulated function class<BetrayalMercuryExplosion> GetExplosionClass ( Actor HitActor, vector HitLocation, vector HitNormal, out rotator EffectRotationOffset) )
Return an explosion effect class with dirt or snow particles if a corresponding surface was hit. Non-simulated so effect is only spawned on server.

HitWall Source code

simulated singular function HitWall ( vector HitNormal, Actor Wall) )
Called when the projectile hits a wall. This just sets HurtWall, the actual magic is in ProcessContact().

PlayBroadcastedSound Source code

function PlayBroadcastedSound ( Actor SoundOwner, Sound Sound) )
Called from simulated functions to trick PlaySound() into broadcasting the sound instead of playing it locally.

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

ProcessContact Source code

simulated function ProcessContact ( bool bPenetrate, Actor Other, vector HitLocation, vector HitNormal) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, vector HitLocation) )
Obsolete. Use ProcessContact() instead.

ShouldPenetrate Source code

simulated function bool ShouldPenetrate ( Actor Other, vector HitNormal) )
Returns how a contact with another object affects this projectile's movement.

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( Actor Other, vector HitLocation, vector HitNormal) )
Spawns explosion/punch-through effects.

SpawnPenetrationEffects Source code

simulated function SpawnPenetrationEffects ( Actor Other, vector HitLocation, vector HitNormal) )
Play penetration sound and spawn a lot of blood after penetrating an unprotected player.

Tick Flying Source code

simulated event Tick ( float DeltaTime) )
Fake doppler effect.

TornOff Source code

simulated function TornOff ( ) )
Called by the engine on clients after bTearOff was set to True, i.e. also when the projectile was FakeDestroy()ed.

Touch Source code

simulated singular function Touch ( Actor Other) )
Called when the projectile touches something. This just sets LastTouched, the actual magic is in ProcessContact().


Defaultproperties

defaultproperties
{
	bBounce           = True
	bFixedRotationDir = True
	RotationRate      = (Roll=0)
	DesiredRotation   = (Roll=0)
	ForceType         = FT_Constant
	ForceRadius       =   100.0
	ForceScale        =     5.0
	Mass              =     4.0
	LifeSpan          =     6.0
	Speed             =  3000.0
	MaxSpeed          = 25000.0
	AccelRate         = 10000.0
	PunchThroughSpeed =  7000.0
	PunchThroughVelocityLossPercent = 0.4


	ImpactSound          = Sound'MercPunchThrough'
	ExplodeOnPlayerSound = Sound'MercHitArmor'


	AmbientSound = Sound'MercFly'
	SoundRadius  = 300.0
	SoundVolume  = 160
	SoundPitch   =  64


	DopplerBaseSpeed = 3000.0
	DopplerStrength  = 1.5


	TransientSoundRadius = 500.0
	TransientSoundVolume =   1.0


	RocketJumpBoost      = 3.0
	HeadShotSizeAdjust   = 1.2


	Damage               =  1000.0
	DamageRadius         =   150.0
	SplashMomentum       = 10000.0
	MomentumTransfer     =     4.0
	ExplosionDecal       = Class'BetrayalMercuryImpactMark'


	SplashDamageType = Class'BetrayalDamTypeMercurySplashDamage'
	MyDamageType     = Class'BetrayalDamTypeMercuryDirectHit'


	HeadHitDamage         = Class'BetrayalDamTypeMercuryHeadHit'
	DirectHitDamage       = Class'BetrayalDamTypeMercuryDirectHit'
	ThroughHeadDamage     = Class'BetrayalDamTypeMercuryPunchThroughHead'
	PunchThroughDamage    = Class'BetrayalDamTypeMercuryPunchThrough'
	AirHeadHitDamage      = Class'BetrayalDamTypeMercuryAirHeadHit'
	AirHitDamage          = Class'BetrayalDamTypeMercuryAirHit'
	AirThroughHeadDamage  = Class'BetrayalDamTypeMercuryAirPunchThroughHead'
	AirPunchThroughDamage = Class'BetrayalDamTypeMercuryAirPunchThrough'


	Direction = -1


	LightType       = LT_Steady
	LightEffect     = LE_QuadraticNonIncidence
	LightBrightness = 255.0
	LightRadius     =   5.0
	LightHue        =  20
	bDynamicLight   = True


	Skins(0)     = TexScaler'MercuryMissileTexRed'


	AmbientGlow = 96
	DrawType    = DT_StaticMesh
	StaticMesh  = StaticMesh'VMWeaponsSM.AVRiLGroup.AVRiLprojectileSM'
	DrawScale   = 0.2
	DrawScale3D = (X=1.1,Y=0.5,Z=0.5)
	SurfaceType = EST_Metal


	BetrayalThrusterColorScale = ((Color=(R=96,G=128,B=255,A=255)),(RelativeTime=1.0,Color=(R=0,G=32,B=128)))
	TrailLineColor = (X=(Min=1.0,Max=1.0),Y=(Min=0.3,Max=0.3),Z=(Min=0.3,Max=0.3))


	bReplicateInstigator = True
}

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Creation time: Do 14.8.2014 09:58:00.406 - Created with UnCodeX