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WVHoverTankV3.OdinLinkPlasmaProjectile

Extends
ONSPlasmaProjectile

OdinLinkPlasmaProjectile Creation date: 2012-10-24 19:15 Last change: $Id$ Copyright © 2012, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- Onslaught.ONSPlasmaProjectile
         |   
         +-- WVHoverTankV3.OdinLinkPlasmaProjectile

Direct Known Subclasses:

OdinLinkPlasmaProjectileBlue, OdinLinkPlasmaProjectileRed

Variables Summary
byteRemainingBounces
Inherited Variables from Onslaught.ONSPlasmaProjectile
AccelerationMagnitude, HitEffectClass, Plasma, PlasmaEffectClass
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 Bounce (vector HitLocation, vector HitNormal))
function Explode (vector HitLocation, vector HitNormal))
function HitWall (vector HitNormal, actor Wall))
function ProcessTouch (Actor Other, vector HitLocation))
Inherited Functions from Onslaught.ONSPlasmaProjectile
Destroyed, Explode, GetRange, Landed, PostBeginPlay, PostNetBeginPlay, ProcessTouch
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch


Variables Detail

RemainingBounces Source code

var byte RemainingBounces;


Functions Detail

Bounce Source code

simulated function Bounce ( vector HitLocation, vector HitNormal) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

HitWall Source code

simulated singular function HitWall ( vector HitNormal, actor Wall) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, vector HitLocation) )


Defaultproperties

defaultproperties
{
	PlasmaEffectClass=class'Onslaught.ONSGreenPlasmaSmallFireEffect'
	HitEffectClass=class'Onslaught.ONSPlasmaHitGreen'
	Damage=20
	DamageRadius=100.0
	Speed=1000
	MaxSpeed=15000
	AccelerationMagnitude=10000
	MyDamageType=class'DamTypeOdinLinkPlasma'
	bBounce=True
	RemainingBounces=2
	LifeSpan=2.0
}



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Creation time: Do 14.8.2014 09:58:16.109 - Created with UnCodeX