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XGame.xBombFlag

Extends
GameObject

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- UnrealGame.GameObject
         |   
         +-- XGame.xBombFlag

Variables Summary
boolbBallDrainsTransloc
boolbThrownBomb
materialSecondRepSkin
byteTeamHue[2]
materialTeamShader[2]
xEmitterTossTrail
xBombFlag
StringBombLauncherClassName
floatElasticity
soundImpactSound
vectorInitialDir
PawnPassTarget
class<Weapon>PrevWeaponClass
floatSeekAccum
floatSeekInterval
floatThrowerTime
floatThrowerTouchDelay
floatThrowSpeed
Inherited Variables from UnrealGame.GameObject
Assists, bDisabled, bHeld, bHome, bLastSecondSave, FirstTouch, GameObjBone, GameObjOffset, GameObjRot, Holder, HolderPRI, HomeBase, MaxDropTime, OldTeam, TakenTime
Inherited Variables from Engine.Decoration
bDamageable, bPushable, bPushSoundPlaying, bSplash, contents, EffectWhenDestroyed, EndPushSound, FragMomentum, FragSkin, FragType, Health, LastAnchor, LastValidAnchorTime, NumFrags, numLandings, PushSound, SplashTime

Functions Summary
function BeginState ()))
Dropped
function BeginState ()))
Held
function BeginState ()))
Home
function BeginState ()))
HomeDisabled
functionbool CanBePickedUpBy (Pawn P))
functionbool CanBeThrownBy (Pawn P))
function ClearHolder ()))
function Destroyed ()))
function EndState ()))
Dropped
function EndState ()))
Held
function EndState ()))
HomeDisabled
function HitWall (vector HitNormal, actor Wall ))
function HitWall (vector HitNormal, actor Wall ))
Dropped
functionbool IsHome ()))
HomeDisabled
function Landed (vector hitNormal))
function Landed (vector hitNormal))
Dropped
function LogDropped ()))
function LogReturned ()))
function LogTaken (Controller c))
Dropped
function LogTaken (Controller c))
Home
event PostNetReceive ()))
function RandSpin (float spinRate))
function SendHomeDisabled (float TimeOut))
function SetHolder (Controller C))
function SetThrow (vector start))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType))
function Throw (vector start, vector dir))
function Tick (float delta))
Dropped
function Timer ()))
Dropped
functionbool ValidHolder (Actor Other))
Inherited Functions from UnrealGame.GameObject
BaseChange, BeginState, CalcSetHome, CanBePickedUpBy, CanBeThrownBy, CheckTouching, ClearHolder, Drop, EndState, FellOutOfWorld, IsHome, Landed, LogDropped, LogReturned, LogTaken, NotReachableBy, Position, PostBeginPlay, Score, SendHome, SendHomeDisabled, SetDisable, SetHolder, Timer, Touch, ValidHolder
Inherited Functions from Engine.Decoration
BaseChange, Bump, CanSplash, Destroyed, Drop, HitWall, Landed, NotReachableBy, PhysicsVolumeChange, TakeDamage, Timer, Trigger

States Summary
Dropped Source code
state Dropped
BeginState, EndState, HitWall, Landed, LogTaken, Tick, Timer
Held Source code
state Held
BeginState, EndState
Home Source code
auto state Home
BeginState, LogTaken
HomeDisabled Source code
state HomeDisabled
BeginState, EndState, IsHome


Variables Detail

bBallDrainsTransloc Source code

var bool bBallDrainsTransloc;

bThrownBomb Source code

var bool bThrownBomb;

SecondRepSkin Source code

var material SecondRepSkin;

TeamHue[2] Source code

var byte TeamHue[2];

TeamShader[2] Source code

var material TeamShader[2];

TossTrail Source code

var xEmitter TossTrail;

xBombFlag

BombLauncherClassName Source code

var(xBombFlag) String BombLauncherClassName;

Elasticity Source code

var(xBombFlag) float Elasticity;

ImpactSound Source code

var(xBombFlag) sound ImpactSound;

InitialDir Source code

var(xBombFlag) vector InitialDir;

PassTarget Source code

var(xBombFlag) Pawn PassTarget;

PrevWeaponClass Source code

var(xBombFlag) class<Weapon> PrevWeaponClass;

SeekAccum Source code

var(xBombFlag) transient float SeekAccum;

SeekInterval Source code

var(xBombFlag) float SeekInterval;

ThrowerTime Source code

var(xBombFlag) float ThrowerTime;

ThrowerTouchDelay Source code

var(xBombFlag) float ThrowerTouchDelay;

ThrowSpeed Source code

var(xBombFlag) float ThrowSpeed;


Functions Detail

BeginState Dropped Source code

function BeginState ( ) )

BeginState Held Source code

function BeginState ( ) )

BeginState Home Source code

function BeginState ( ) )

BeginState HomeDisabled Source code

function BeginState ( ) )

CanBePickedUpBy Source code

function bool CanBePickedUpBy ( Pawn P) )

CanBeThrownBy Source code

function bool CanBeThrownBy ( Pawn P) )

ClearHolder Source code

function ClearHolder ( ) )

Destroyed Source code

function Destroyed ( ) )

EndState Dropped Source code

function EndState ( ) )

EndState Held Source code

function EndState ( ) )

EndState HomeDisabled Source code

function EndState ( ) )

HitWall Source code

function HitWall ( vector HitNormal, actor Wall ) )

HitWall Dropped Source code

function HitWall ( vector HitNormal, actor Wall ) )

IsHome HomeDisabled Source code

function bool IsHome ( ) )

Landed Source code

function Landed ( vector hitNormal) )

Landed Dropped Source code

function Landed ( vector hitNormal) )

LogDropped Source code

function LogDropped ( ) )

LogReturned Source code

function LogReturned ( ) )

LogTaken Dropped Source code

function LogTaken ( Controller c) )

LogTaken Home Source code

function LogTaken ( Controller c) )

PostNetReceive Source code

simulated event PostNetReceive ( ) )

RandSpin Source code

function RandSpin ( float spinRate) )

SendHomeDisabled Source code

function SendHomeDisabled ( float TimeOut) )

SetHolder Source code

function SetHolder ( Controller C) )

SetThrow Source code

function SetThrow ( vector start) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) )

Throw Source code

function Throw ( vector start, vector dir) )

Tick Dropped Source code

function Tick ( float delta) )

Timer Dropped Source code

function Timer ( ) )

ValidHolder Source code

function bool ValidHolder ( Actor Other) )


Defaultproperties

defaultproperties
{
    ThrowerTouchDelay=1.f
    ImpactSound=Sound'WeaponSounds.ball_bounce_v3a'
    Elasticity=0.4
    RemoteRole=ROLE_DumbProxy
    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'E_Pickups.BombBall.FullBomb'
    DrawScale=1.500000
    BombLauncherClassName="XWeapons.BallLauncher"
    NetUpdateFrequency=100
    MessageClass=class'XGame.xBombMessage'
    bProjTarget=true
    bHidden=false
    bStasis=false
    bHome=True
    bStatic=False
    Style=STY_Masked


    bFixedRotationDir=True
    RotationRate=(Yaw=30000)
    DesiredRotation=(Yaw=30000)
    Physics=PHYS_Rotating


    bDynamicLight=true
    LightHue=40
    LightBrightness=255
    bUnlit=true
    LightType=LT_Steady
    LightEffect=LE_QuadraticNonIncidence
    LightRadius=6


    TeamHue(0)=0
    TeamHue(1)=170
	TeamShader(0)=Shader'XGameShaders.BRShaders.BombIconRS'
	TeamShader(1)=Shader'XGameShaders.BRShaders.BombIconBS'
	Skins(0)=None
	Skins(1)=Shader'XGameShaders.BRShaders.BombIconYS'
	Skins(2)=Shader'XGameShaders.BRShaders.BombIconYS'
	SecondRepSkin=Shader'XGameShaders.BRShaders.BombIconYS'


    CollisionRadius=24.0
	CollisionHeight=20.0
    bCollideActors=True
    bCollideWorld=True
    bUseCylinderCollision=true
    Mass=100.0
    Buoyancy=20.000000
    PrePivot=(X=2,Y=0,Z=0.5)
    NetPriority=+00003.000000
    SoundRadius=250
    ThrowSpeed=1300
    bBounce=true
    SeekInterval=0.05
    SeekAccum=0.0
	GameObjBone=spine
}

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Creation time: Do 14.8.2014 09:58:30.118 - Created with UnCodeX