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OnslaughtBP.ONSMortarCamera

Extends
ONSMortarShell

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- OnslaughtBP.ONSMortarShell
         |   
         +-- OnslaughtBP.ONSMortarCamera

Direct Known Subclasses:

EradicatorCameraShell, PersesArtilleryCameraShell

Variables Summary
floatAnnounceTargetTime
boolbDeployed
boolbLastDeployed
boolbLastShotDown
boolbShotDown
vectorDeployedLocation
floatDeployRand
vectorLastRealLocation
floatMaxHeight
floatMessageUpdateTime
vectorMortarCameraOffset
vectorRealLocation
ONSMortarTargetBeamTargetBeam
floatTargetUpdateTime
floatTargetZ
byteTeamNum
EmitterThruster[4]
Inherited Variables from OnslaughtBP.ONSMortarShell
AirExplosionEffectClass, bExploded, ExplosionEffectClass, Glow, trail
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

Functions Summary
function Deploy ()))
function Destroyed ()))
function Explode (vector HitLocation, vector HitNormal))
function PhysicsVolumeChange (PhysicsVolume NewVolume))
function PostBeginPlay ()))
function PostNetReceive ()))
function SetReticleStatus (bool bStatus))
function SetTarget (vector loc))
function ShotDown ()))
function SpawnEffects (vector HitLocation, vector HitNormal ))
function SpawnThrusters ()))
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation, bool bBehindView))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
function Tick (float DT))
Inherited Functions from OnslaughtBP.ONSMortarShell
Destroyed, Explode, ExplodeInAir, HitWall, Landed, PostBeginPlay, ProcessTouch, SpawnEffects, StartTimer, TakeDamage, Timer
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch

States Summary
Deployed Source code
simulated state Deployed


Variables Detail

AnnounceTargetTime Source code

var float AnnounceTargetTime;

bDeployed Source code

var bool bDeployed;

bLastDeployed Source code

var bool bLastDeployed;

bLastShotDown Source code

var bool bLastShotDown;

bShotDown Source code

var bool bShotDown;

DeployedLocation Source code

var vector DeployedLocation;

DeployRand Source code

var float DeployRand;

LastRealLocation Source code

var vector LastRealLocation;

MaxHeight Source code

var float MaxHeight;

MessageUpdateTime Source code

var float MessageUpdateTime;

MortarCameraOffset Source code

var vector MortarCameraOffset;

RealLocation Source code

var vector RealLocation;

TargetBeam Source code

var ONSMortarTargetBeam TargetBeam;

TargetUpdateTime Source code

var float TargetUpdateTime;

TargetZ Source code

var float TargetZ;

TeamNum Source code

var byte TeamNum;

Thruster[4] Source code

var Emitter Thruster[4];


Functions Detail

Deploy Source code

function Deploy ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

PhysicsVolumeChange Source code

simulated function PhysicsVolumeChange ( PhysicsVolume NewVolume) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

SetReticleStatus Source code

simulated function SetReticleStatus ( bool bStatus) )

SetTarget Source code

simulated function SetTarget ( vector loc) )

ShotDown Source code

simulated function ShotDown ( ) )

SpawnEffects Source code

simulated function SpawnEffects ( vector HitLocation, vector HitNormal ) )

SpawnThrusters Source code

simulated function SpawnThrusters ( ) )

SpecialCalcView Source code

simulated function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation, bool bBehindView) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) )

Tick Source code

simulated function Tick ( float DT) )


Defaultproperties

defaultproperties
{
    DrawType=DT_Mesh
    Mesh=Mesh'ONSBPAnimations.MortarCameraMesh'
    Skins(0)=Texture'ONSBPTextures.Skins.ArtilleryCamTexture'
    Skins(1)=Texture'ONSBPTextures.Skins.ArtilleryCamTexture'
    RotationRate=(Pitch=15000,Yaw=15000,Roll=15000)
    AmbientGlow=0
    AmbientSound=None
    LifeSpan=0
    DrawScale=1.0
    DrawScale3D=(X=1.0,Y=1.0,Z=1.0)
    bNetNotify=true
    bUseCylinderCollision=true
    CollisionHeight=80
    CollisionRadius=110
    bIgnoreEncroachers=true
    bOrientToVelocity=false
    bSpecialCalcView=true
    MortarCameraOffset=(X=100)
    bUpdateSimulatedPosition=true
}

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Creation time: Do 14.8.2014 09:58:17.625 - Created with UnCodeX